-#define VG_3D
-#define VG_FRAMEBUFFER_RESIZE 1
-#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_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;
static int debugview = 0;
-static int debugsdf = 0;
static int sv_debugcam = 0;
-static int sv_phys = 0;
-static int thirdperson = 0;
-static int clock_divider = 1;
-static int replay_record = 0;
+static int lightedit = 0;
+static int sv_scene = 0;
+static int cl_ui = 1;
-static m4x3f *replay_buffer = NULL;
-static int replay_buffer_frame = 0;
+/* Components */
+//#define SR_NETWORKED
-#define REPLAY_LENGTH 120*60
+/* uncomment this to run the game without any graphics being drawn */
+//#define SR_NETWORK_TEST
-/* Components */
-#include "road.h"
+#include "steam.h"
+#include "network.h"
+
+#include "model.h"
+//#include "road.h"
#include "scene.h"
-#include "ik.h"
-#include "character.h"
-#include "terrain.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"
-int main( int argc, char *argv[] )
-{
- vg_init( argc, argv, "Voyager Game Engine" );
-}
+#include "shaders/blit.h"
+#include "shaders/standard.h"
+#include "shaders/unlit.h"
-m4x3f world_matrix;
+#include "physics_test.h"
+#include "anim_test.h"
-static struct gplayer
-{
- /* Physics */
- v3f co, v, a;
- v4f rot;
- float vswitch, slip, slip_last,
- reverse;
-
- float iY; /* Yaw inertia */
- int in_air, is_dead;
-
- /* Input */
- v2f joy_l;
-
- v3f view;
- v3f follow;
- v2f look_dir; /* TEMP */
- v2f board_xy;
- float grab;
- float pitch;
-
- v3f land_target;
- v3f land_target_log[22];
- u32 land_target_colours[22];
- int land_log_count;
- m3x3f vr;
-
- m4x3f to_world, to_local;
-
- struct character mdl;
+#include "gate.h"
+#include "water.h"
- v3f handl_target, handr_target,
- handl, handr;
-}
-player;
-
-static struct gworld
+void vg_register(void)
{
- scene geo;
- submodel sm_road, sm_terrain;
-
- v3f tutorial;
+ shader_blit_register();
+ shader_standard_register();
+ shader_vblend_register();
+ shader_unlit_register();
+
+ world_register();
+ character_register();
+ water_register();
+ gate_register();
}
-world;
-static struct grender
+static void init_other(void)
{
- GLuint fb_background,
- rgb_background;
-
- glmesh fsquad;
+ player_init();
+ render_init();
+ gate_init();
+ world_init();
+ character_init();
+ audio_init();
}
-render;
-
-rigidbody mr_box = {
- .bbx = {{ -1.0f, -0.25f, -0.25f }, { 1.0f, 0.25f, 0.25f }}
-};
-rigidbody mrs_box = {
- .bbx = {{ -0.5f, -0.25f, -0.25f }, { 0.5f, 0.25f, 0.25f }}
-};
-
-static void player_transform_update(void)
-{
- q_normalize( player.rot );
- q_m3x3( player.rot, player.to_world );
- v3_copy( player.co, player.to_world[3] );
-
- m4x3_invert_affine( player.to_world, player.to_local );
-}
-
-static int reset_player( int argc, char const *argv[] )
+vg_tex2d *texture_list[] =
{
- v3_zero( player.co );
-
- if( argc == 1 )
- {
- if( !strcmp( argv[0], "tutorial" ))
- v3_copy( world.tutorial, 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.is_dead = 0;
- player.in_air = 1;
- m3x3_identity( player.vr );
-
- player.mdl.shoes[0] = 1;
- player.mdl.shoes[1] = 1;
+ &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[] )
+{
+ vg_init( argc, argv, "Voyager Game Engine" );
}
static int playermodel( int argc, char const *argv[] )
return 1;
}
-void vg_register(void)
-{
- scene_register();
- character_shader_register();
- SHADER_INIT( shader_blit );
-}
-
void vg_start(void)
{
- replay_buffer = malloc( sizeof(m4x3f) * REPLAY_LENGTH * (PART_COUNT) );
-
- vg_tex2d_init( texture_list, vg_list_size( texture_list ) );
-
- rb_init( &mr_box );
- rb_init( &mrs_box );
- mrs_box.co[2] += 2.0f;
+ steam_init();
vg_convar_push( (struct vg_convar){
- .name = "frame",
- .data = &replay_buffer_frame,
+ .name = "fc",
+ .data = &freecam,
.data_type = k_convar_dtype_i32,
- .opt_i32 = { .min=0, .max=REPLAY_LENGTH-1, .clamp=1 },
- .persistent = 0
+ .opt_i32 = { .min=0, .max=1, .clamp=1 },
+ .persistent = 1
});
vg_convar_push( (struct vg_convar){
- .name = "rec",
- .data = &replay_record,
+ .name = "grid",
+ .data = &walk_grid_iterations,
.data_type = k_convar_dtype_i32,
- .opt_i32 = { .min=0, .max=1, .clamp=1 },
- .persistent = 0
+ .opt_i32 = { .min=0, .max=1, .clamp=0 },
+ .persistent = 1
});
vg_convar_push( (struct vg_convar){
- .name = "freecam",
- .data = &freecam,
+ .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 = "debugcam",
- .data = &sv_debugcam,
+ .name = "cl_ui",
+ .data = &cl_ui,
.data_type = k_convar_dtype_i32,
- .opt_i32 = { .min=0, .max=1, .clamp=0 },
+ .opt_i32 = { .min=0, .max=1, .clamp=1 },
.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 },
+ .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 = "debugsdf",
- .data = &debugsdf,
- .data_type = k_convar_dtype_i32,
- .opt_i32 = { .min=0, .max=1, .clamp=1 },
+ .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 = "phys",
- .data = &sv_phys,
- .data_type = k_convar_dtype_i32,
- .opt_i32 = { .min=0, .max=1, .clamp=1 },
+ .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 = "thirdperson",
- .data = &thirdperson,
+ .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=1 },
+ .opt_i32 = { .min=0, .max=1, .clamp=0 },
.persistent = 1
});
vg_convar_push( (struct vg_convar){
- .name = "div",
- .data = &clock_divider,
+ .name = "debugview",
+ .data = &debugview,
.data_type = k_convar_dtype_i32,
.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 );
-
- character_load( &player.mdl, "ch_default" );
- character_init_ragdoll( &player.mdl );
-
- /* Setup scene */
- scene_init( &world.geo );
- model *mworld = vg_asset_read( "models/mp_dev.mdl" );
-
- scene_add_model( &world.geo, mworld, submodel_get( mworld, "mp_dev" ),
- (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
- scene_copy_slice( &world.geo, &world.sm_road );
-
- 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.sm_terrain );
-
- v3_copy( submodel_get( mworld, "tutorial" )->pivot, world.tutorial );
-
- free( mworld );
- scene_upload( &world.geo );
- bvh_create( &world.geo );
-
- reset_player( 0, NULL );
- player_transform_update();
-
- /* Create framebuffers */
- glGenFramebuffers( 1, &render.fb_background );
- glBindFramebuffer( GL_FRAMEBUFFER, render.fb_background );
-
- glGenTextures( 1, &render.rgb_background );
- glBindTexture( GL_TEXTURE_2D, render.rgb_background );
- 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,
- render.rgb_background, 0);
-
- {
- 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 );
- glBindVertexArray( render.fsquad.vao );
- glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE,
- sizeof(float)*2, (void*)0 );
- glEnableVertexAttribArray( 0 );
- VG_CHECK_GL();
- }
-}
-static float ktimestep = 1.0f/60.0f;
-
-static void player_freecam(void)
-{
- 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, ktimestep * movespeed, move_vel );
- if( vg_get_button( "back" ) )
- v3_muladds( move_vel, lookdir, ktimestep *-movespeed, move_vel );
- if( vg_get_button( "left" ) )
- v3_muladds( move_vel, sidedir, ktimestep *-movespeed, move_vel );
- if( vg_get_button( "right" ) )
- v3_muladds( move_vel, sidedir, ktimestep * movespeed, move_vel );
-
- v3_muls( move_vel, 0.75f, move_vel );
- v3_add( move_vel, player.view, player.view );
-}
-
-static void apply_gravity( v3f vel, float const timestep )
-{
- v3f gravity = { 0.0f, -9.6f, 0.0f };
- v3_muladds( vel, gravity, timestep, vel );
-}
-
-static int ray_hit_is_ramp( ray_hit *hit )
-{
- return hit->tri[0] < world.sm_road.vertex_count;
-}
-
-static void player_start_air(void)
-{
- player.in_air = 1;
-
- float pstep = ktimestep*10.0f;
-
- float best_velocity_mod = 0.0f,
- best_velocity_delta = -9999.9f;
-
- v3f axis, vup;
- m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, vup );
- v3_cross( vup, player.v, axis );
- v3_normalize( axis );
- player.land_log_count = 0;
-
- m3x3_identity( player.vr );
-
- for( int m=-3;m<=12; m++ )
- {
- float vmod = ((float)m / 15.0f)*0.09f;
-
- v3f pco, pco1, pv;
- v3_copy( player.co, pco );
- v3_copy( player.v, pv );
-
- /*
- * Try different 'rotations' of the velocity to find the best possible
- * landing normal. This conserves magnitude at the expense of slightly
- * unrealistic results
- */
-
- m3x3f vr;
- v4f vr_q;
-
- q_axis_angle( vr_q, axis, vmod );
- q_m3x3( vr_q, vr );
-
- for( int i=0; i<50; i++ )
- {
- v3_copy( pco, pco1 );
- apply_gravity( pv, pstep );
-
- m3x3_mulv( vr, pv, pv );
- v3_muladds( pco, pv, pstep, pco );
-
- ray_hit contact;
- v3f vdir;
-
- v3_sub( pco, pco1, vdir );
- contact.dist = v3_length( vdir );
- v3_divs( vdir, contact.dist, vdir);
-
- if( bvh_raycast( &world.geo, pco1, vdir, &contact ))
- {
- float land_delta = v3_dot( pv, contact.normal );
- u32 scolour = (u8)(vg_minf(-land_delta * 2.0f, 255.0f));
-
- /* Bias prediction towords ramps */
- if( ray_hit_is_ramp( &contact ) )
- {
- land_delta *= 0.1f;
- scolour |= 0x0000a000;
- }
-
- if( (land_delta < 0.0f) && (land_delta > best_velocity_delta) )
- {
- best_velocity_delta = land_delta;
- best_velocity_mod = vmod;
-
- v3_copy( contact.pos, player.land_target );
-
- q_axis_angle( vr_q, axis, vmod*0.1f );
- q_m3x3( vr_q, player.vr );
- }
-
- v3_copy( contact.pos,
- player.land_target_log[player.land_log_count] );
- player.land_target_colours[player.land_log_count] =
- 0xff000000 | scolour;
-
- player.land_log_count ++;
-
- break;
- }
- }
- }
-
- //v3_rotate( player.v, best_velocity_mod, axis, player.v );
-
- return;
- v3_muls( player.v, best_velocity_mod, player.v );
-}
-
-static int sample_if_resistant( v3f pos )
-{
- v3f ground;
- v3_copy( pos, ground );
+ vg_tex2d_init( texture_list, vg_list_size( texture_list ) );
- ray_hit hit;
- if( bvh_scene_sample( &world.geo, ground, &hit ) )
- {
- v3f angle;
- v3_copy( player.v, angle );
- v3_normalize( angle );
- float resistance = v3_dot( hit.normal, angle );
-
- if( resistance < 0.25f )
- {
- v3_copy( ground, pos );
- return 1;
- }
- }
-
- return 0;
-}
-
-static float stable_force( float current, float diff )
-{
- float new = current + diff;
-
- if( new * current < 0.0f )
- return 0.0f;
-
- return new;
-}
+ init_other();
-static void player_physics_ground(void)
-{
/*
- * Getting surface collision points,
- * the contact manifold is a triangle for simplicity.
+ * 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.
*/
- v3f contact_front, contact_back, contact_norm, vup, vside,
- axis;
-
- float klength = 0.65f;
- m4x3_mulv( player.to_world, (v3f){ 0.15f,0.0f,-klength}, contact_norm );
- m4x3_mulv( player.to_world, (v3f){-0.15f,0.0f,-klength}, contact_front );
- m4x3_mulv( player.to_world, (v3f){ 0.00f,0.0f, klength}, 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 );
-
- v3f cn0, cn1, cn2;
-
- int contact_count =
- sample_if_resistant( contact_front ) +
- sample_if_resistant( contact_back ) +
- sample_if_resistant( contact_norm );
-
- if( contact_count < 3 )
- {
- player_start_air();
- return;
- }
-
- 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 )
- {
- v4f correction;
- q_axis_angle( correction, axis, acosf(angle) );
- q_mul( correction, player.rot, player.rot );
- }
-
- float resistance = v3_dot( norm, player.v );
- if( resistance >= 0.0f )
- {
- player_start_air();
- return;
- }
- else
- {
- v3_muladds( player.v, norm, -resistance, player.v );
- }
-
- /* This is where velocity integration used to be */
-
- float slip = 0.0f;
-
- 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 = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]);
- if( fabsf( slip ) > 1.2f )
- slip = vg_signf( slip ) * 1.2f;
- player.slip = slip;
- player.reverse = -vg_signf(vel[2]);
-
- float substep = ktimestep * 0.2f;
- float fwd_resistance = (vg_get_button( "break" )? 5.0f: 0.02f) * -substep;
-
- for( int i=0; i<5; i++ )
- {
- vel[2] = stable_force( vel[2], vg_signf( vel[2] ) * fwd_resistance );
- vel[0] = stable_force( vel[0], vg_signf( vel[0] ) * -7.0f *substep );
- }
-
- static double start_push = 0.0;
- if( vg_get_button_down( "push" ) )
- start_push = vg_time;
- if( !vg_get_button("break") && vg_get_button( "push" ) )
+ if( sv_scene == 0 )
{
- float const k_maxpush = 16.0f,
- k_pushaccel = 5.0f;
-
- float cycle_time = vg_time-start_push,
- amt = k_pushaccel * (sinf( cycle_time * 8.0f )*0.5f+0.5f)*ktimestep,
- current = v3_length( vel ),
- new_vel = vg_minf( current + amt, k_maxpush );
- new_vel -= vg_minf(current, k_maxpush);
- vel[2] -= new_vel * player.reverse;
- }
-
- m3x3_mulv( player.to_world, vel, player.v );
-
- if( vg_get_button( "yawl" ) )
- player.iY += 3.6f * ktimestep;
- if( vg_get_button( "yawr" ) )
- player.iY -= 3.6f * ktimestep;
-
- float steer = vg_get_axis( "horizontal" );
- player.iY -= vg_signf(steer)*powf(steer,2.0f) * 1.5f * ktimestep;
-
- /* Too much lean and it starts to look like a snowboard here */
- v2_lerp( player.board_xy, (v2f){ slip*0.25f, 0.0f },
- ktimestep*5.0f, player.board_xy);
-}
-
-static void draw_cross(v3f pos,u32 colour)
-{
- v3f p0, p1;
- v3_add( (v3f){ 1.0f,0.0f,0.0f}, pos, p0 );
- v3_add( (v3f){-1.0f,0.0f,0.0f}, pos, p1 );
- vg_line( p0, p1, colour );
- v3_add( (v3f){0.0f, 1.0f,0.0f}, pos, p0 );
- v3_add( (v3f){0.0f,-1.0f,0.0f}, pos, p1 );
- vg_line( p0, p1, colour );
- v3_add( (v3f){0.0f,0.0f, 1.0f}, pos, p0 );
- v3_add( (v3f){0.0f,0.0f,-1.0f}, pos, p1 );
- vg_line( p0, p1, colour );
-}
-
-static void player_physics_air(void)
-{
- /* Debug prediciton */
+ character_load( &player.mdl, "ch_new" );
+ character_init_ragdoll( &player.mdl );
- m3x3_mulv( player.vr, player.v, player.v );
- for( int i=0; i<player.land_log_count; i++ )
- draw_cross( player.land_target_log[i],
- player.land_target_colours[i] );
+ world_load();
- draw_cross( player.land_target, 0xff0000ff );
+ reset_player( 1, (const char *[]){ "start" } );
+ rb_init( &player.rb );
- v3f ground_pos;
- v3_copy( player.co, ground_pos );
-
- ray_hit hit;
- if( bvh_scene_sample( &world.geo, ground_pos, &hit ) )
- {
- if( ground_pos[1] > player.co[1] )
- {
- player.in_air = 0;
-
- if( !ray_hit_is_ramp( &hit ) )
- {
- player.is_dead = 1;
- m4x3_mulv( player.to_world, player.view, player.follow );
- character_ragdoll_copypose( &player.mdl, player.v );
- }
-
- return;
- }
+ network_init();
}
-
- /* Prediction
- *
- * TODO: Find best landing surface and guide player towords it
- */
- float pstep = ktimestep*10.0f;
-
- v3f pco, pco1, pv;
- v3_copy( player.co, pco );
- v3_copy( player.v, pv );
-
- float time_to_impact = 0.0f;
- float limiter = 1.0f;
-
- for( int i=0; i<50; i++ )
+ else if( sv_scene == 1 )
{
- v3_copy( pco, pco1 );
- apply_gravity( pv, pstep );
- v3_muladds( pco, pv, pstep, pco );
-
- //vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff );
-
- ray_hit contact;
- v3f vdir;
-
- v3_sub( pco, pco1, vdir );
- contact.dist = v3_length( vdir );
- v3_divs( vdir, contact.dist, vdir);
-
- float orig_dist = contact.dist;
- if( bvh_raycast( &world.geo, pco1, vdir, &contact ))
- {
- v3f localup;
- m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, localup );
-
- float angle = v3_dot( localup, contact.normal );
- v3f axis;
- v3_cross( localup, contact.normal, axis );
-
- time_to_impact += (contact.dist/orig_dist)*pstep;
- limiter = vg_minf( 5.0f, time_to_impact )/5.0f;
- limiter = 1.0f-limiter;
- limiter *= limiter;
- limiter = 1.0f-limiter;
-
- if( angle < 0.99f )
- {
- v4f correction;
- q_axis_angle( correction, axis, acosf(angle)*0.05f*(1.0f-limiter) );
- q_mul( correction, player.rot, player.rot );
- }
-
- draw_cross( contact.pos, 0xffff0000 );
- break;
- }
- time_to_impact += pstep;
+ physics_test_start();
}
-
-
- player.iY -= vg_get_axis( "horizontal" ) * 3.6f * ktimestep;
+ else if( sv_scene == 2 )
{
-
- float iX = vg_get_axis( "vertical" ) * 3.6f * limiter * ktimestep;
- static float siX = 0.0f;
- siX = vg_lerpf( siX, iX, 0.3f );
-
- v4f rotate;
- v3f vside;
-
- m3x3_mulv( player.to_world, (v3f){1.0f,0.0f,0.0f}, vside );
-
- q_axis_angle( rotate, vside, siX );
- q_mul( rotate, player.rot, player.rot );
+ anim_test_start();
}
-
- v2f target = {0.0f,0.0f};
- v2_muladds( target, (v2f){ vg_get_axis("h1"), vg_get_axis("v1") },
- player.grab, target );
- v2_lerp( player.board_xy, target, ktimestep*3.0f, player.board_xy );
}
-static void player_animate(void);
-static void player_update(void)
+void vg_free(void)
{
-
- if( vg_get_axis("grabl")>0.0f)
- reset_player(0,NULL);
- if( player.is_dead )
- return;
-
- static int clock = 0;
-
- /* temp */
- if( freecam )
- {
- player_freecam();
- return;
- }
-
- clock ++;
- if( clock >= clock_divider )
- clock = 0;
- else
- return;
- float horizontal = vg_get_axis("horizontal"),
- vertical = vg_get_axis("vertical");
-
- player.joy_l[0] = vg_signf(horizontal) * powf( horizontal, 2.0f );
- player.joy_l[1] = vg_signf(vertical) * powf( vertical, 2.0f );
-
- /* Integrate velocity */
- if( sv_phys )
- {
- apply_gravity( player.v, ktimestep );
- v3_muladds( player.co, player.v, ktimestep, player.co );
- }
-
- /* Integrate inertia */
- v4f rotate; v3f vup = {0.0f,1.0f,0.0f};
- m3x3_mulv( player.to_world, vup, vup );
-
- static float siY = 0.0f;
-
- float lerpq = player.in_air? 0.04f: 0.3f;
- siY = vg_lerpf( siY, player.iY, lerpq );
-
- 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();
-
- if( !player.in_air )
- player_physics_ground();
-
- /* Camera and character */
-
- player_transform_update();
- q_normalize(player.rot);
- player_animate();
+ network_end();
+ vg_tex2d_free( texture_list, vg_list_size(texture_list) );
+ /* TODO: THE REST OF THE GOD DAMN FREEING STUFF */
+ steam_end();
}
void vg_update(void)
{
- player_update();
-
- //rb_torque( &mr_box, (v3f){0.0f,0.0f,1.0f}, 0.01f );
-
- if( glfwGetKey( vg_window, GLFW_KEY_F ) )
- character_ragdoll_go( &player.mdl, player.view );
+ steam_update();
- if( glfwGetKey( vg_window, GLFW_KEY_G ) )
+ if( sv_scene == 0 )
{
- player.is_dead = 1;
- m4x3_mulv( player.to_world, player.view, player.follow );
- character_ragdoll_copypose( &player.mdl, player.v );
+ 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 );
+ }
}
-
- static int clock = 0;
-
- clock ++;
- if( clock >= clock_divider )
+ else if( sv_scene == 1 )
{
- character_debug_ragdoll( &player.mdl );
-
- if( player.is_dead )
- character_ragdoll_iter( &player.mdl, &world.geo );
-
- rb_build_manifold( &mr_box, &world.geo );
- rb_build_manifold( &mrs_box, &world.geo );
- rb_constraint_manifold( &mr_box );
- rb_constraint_manifold( &mrs_box );
-
- rb_iter( &mr_box );
- rb_iter( &mrs_box );
-
- rb_debug( &mr_box, 0xffffffff );
- rb_debug( &mrs_box, 0xff00ff00 );
-
- rb_update_transform( &mr_box );
- rb_update_transform( &mrs_box );
-
- clock = 0;
+ physics_test_update();
}
-
-}
-
-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_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(player.slip); //vg_minf( 0.4f, slip );
-
- float grabt = vg_get_axis( "grabr" )*0.5f+0.5f;
- player.grab = vg_lerpf( player.grab, grabt, 0.04f );
-
- float kheight = 2.0f,
- kleg = 0.6f;
-
- v3f head;
- head[0] = 0.0f;
- head[1] = (0.3f+cosf(lslip)*0.5f*(1.0f-player.grab*0.7f)) * kheight;
- head[2] = 0.0f;
-
- v3f offset;
- m3x3_mulv( player.to_local, bob, offset );
-
- offset[0] *= 0.3333f;
- offset[1] *= -0.25f;
- offset[2] *= 0.7f;
- v3_muladds( head, offset, 0.7f, head );
- head[1] = vg_clampf( head[1], 0.3f, kheight );
-
-#if 0
- if( !freecam )
+ else if( sv_scene == 2 )
{
- v3_copy( head, player.view );
- v3f camoffs = {-0.2f,-0.6f,0.00f};
- v3_add( player.view, camoffs, player.view );
+ anim_test_update();
}
-#endif
-
-
- /*
- * Animation blending
- * ===========================================
- */
-
- static float fslide = 0.0f;
- static float fdirz = 0.0f;
- static float fdirx = 0.0f;
- static float fstand = 0.0f;
- static float ffly = 0.0f;
-
- float speed = v3_length( player.v );
-
- fstand = vg_lerpf(fstand, 1.0f-vg_clampf(speed*0.03f,0.0f,1.0f),0.1f);
- fslide = vg_lerpf(fslide, vg_clampf(lslip+fabsf(offset[0])*0.2f,
- 0.0f,1.0f), 0.04f);
- fdirz = vg_lerpf(fdirz, player.reverse > 0.0f? 1.0f: 0.0f, 0.04f );
- fdirx = vg_lerpf(fdirx, player.slip < 0.0f? 1.0f: 0.0f, 0.04f );
- ffly = vg_lerpf(ffly, player.in_air? 1.0f: 0.0f, 0.04f );
-
- character_pose_reset( &player.mdl );
-
- float amt_air = ffly*ffly,
- amt_ground = 1.0f-amt_air,
- amt_std = (1.0f-fslide) * amt_ground,
- amt_stand = amt_std * fstand,
- amt_aero = amt_std * (1.0f-fstand),
- amt_slide = amt_ground * fslide;
-
- character_final_pose( &player.mdl, offset, &pose_stand, amt_stand );
- character_final_pose( &player.mdl, offset, &pose_aero, amt_aero*fdirz );
- character_final_pose( &player.mdl, offset,
- &pose_aero_reverse, amt_aero * (1.0f-fdirz) );
- character_final_pose( &player.mdl, offset, &pose_slide, amt_slide*fdirx );
- character_final_pose( &player.mdl, offset,
- &pose_slide1, amt_slide*(1.0f-fdirx) );
-
- character_final_pose( &player.mdl, (v3f){0.0f,0.0f,0.0f},
- &pose_fly, amt_air );
-
- if( !freecam )
- {
- v3_copy( player.mdl.cam_pos, player.view );
- v3_muladds( player.view, offset, 0.7f, player.view );
- player.view[1] = vg_clampf( player.view[1], 0.3f, kheight );
- }
-
- /*
- * Additive effects
- * ==========================
- */
- struct ik_basic *arm_l = &player.mdl.ik_arm_l,
- *arm_r = &player.mdl.ik_arm_r;
-
- v3f localv;
- m3x3_mulv( player.to_local, player.v, localv );
- v3_muladds( arm_l->end, localv, -0.01f, arm_l->end );
- v3_muladds( arm_r->end, localv, -0.01f, arm_r->end );
-
- /* New board transformation */
- v4f board_rotation; v3f board_location;
-
- v4f rz, rx;
- q_axis_angle( rz, (v3f){ 0.0f, 0.0f, 1.0f }, player.board_xy[0] );
- q_axis_angle( rx, (v3f){ 1.0f, 0.0f, 0.0f }, player.board_xy[1] );
- q_mul( rx, rz, board_rotation );
-
- v3f *mboard = player.mdl.matrices[k_chpart_board];// player.mboard;
- q_m3x3( board_rotation, mboard );
- m3x3_mulv( mboard, (v3f){ 0.0f, -0.5f, 0.0f }, board_location );
- v3_add( (v3f){0.0f,0.5f,0.0f}, board_location, board_location );
- v3_copy( board_location, mboard[3] );
-
-
- float wheel_r = offset[0]*-0.4f;
- v4f qwheel;
- q_axis_angle( qwheel, (v3f){0.0f,1.0f,0.0f}, wheel_r );
-
- q_m3x3( qwheel, player.mdl.matrices[k_chpart_wb] );
-
- m3x3_transpose( player.mdl.matrices[k_chpart_wb],
- player.mdl.matrices[k_chpart_wf] );
- v3_copy( player.mdl.offsets[k_chpart_wb],
- player.mdl.matrices[k_chpart_wb][3] );
- v3_copy( player.mdl.offsets[k_chpart_wf],
- player.mdl.matrices[k_chpart_wf][3] );
-
- m4x3_mul( mboard, player.mdl.matrices[k_chpart_wb],
- player.mdl.matrices[k_chpart_wb] );
- m4x3_mul( mboard, player.mdl.matrices[k_chpart_wf],
- player.mdl.matrices[k_chpart_wf] );
-
- m4x3_mulv( mboard, player.mdl.ik_leg_l.end, player.mdl.ik_leg_l.end );
- m4x3_mulv( mboard, player.mdl.ik_leg_r.end, player.mdl.ik_leg_r.end );
-
-
- v3_copy( player.mdl.ik_arm_l.end, player.handl_target );
- v3_copy( player.mdl.ik_arm_r.end, player.handr_target );
-
- if( 1||player.in_air )
- {
- float tuck = player.board_xy[1],
- tuck_amt = fabsf( tuck ) * (1.0f-fabsf(player.board_xy[0]));
-
- float crouch = player.grab*0.3f;
- v3_muladds( player.mdl.ik_body.base, (v3f){0.0f,-1.0f,0.0f},
- crouch, player.mdl.ik_body.base );
- v3_muladds( player.mdl.ik_body.end, (v3f){0.0f,-1.0f,0.0f},
- crouch*1.2f, player.mdl.ik_body.end );
-
- if( tuck < 0.0f )
- {
- //foot_l *= 1.0f-tuck_amt*1.5f;
-
- if( player.grab > 0.1f )
- {
- m4x3_mulv( mboard, (v3f){0.1f,0.14f,0.6f},
- player.handl_target );
- }
- }
- else
- {
- //foot_r *= 1.0f-tuck_amt*1.4f;
-
- if( player.grab > 0.1f )
- {
- m4x3_mulv( mboard, (v3f){0.1f,0.14f,-0.6f},
- player.handr_target );
- }
- }
- }
-
- v3_lerp( player.handl, player.handl_target, 0.1f, player.handl );
- v3_lerp( player.handr, player.handr_target, 0.1f, player.handr );
-
- v3_copy( player.handl, player.mdl.ik_arm_l.end );
- v3_copy( player.handr, player.mdl.ik_arm_r.end );
-
- /* Head rotation */
-
- static float rhead = 0.0f;
- rhead = vg_lerpf( rhead,
- vg_clampf(atan2f( localv[2], -localv[0] ),-1.0f,1.0f), 0.04f );
- player.mdl.rhead = rhead;
}
-static void draw_player(void)
+static void vg_framebuffer_resize( int w, int h )
{
- /* Draw */
- vg_tex2d_bind( &tex_pallet, 0 );
-
- m4x3_copy( player.to_world, player.mdl.mroot );
-
- if( player.is_dead )
- character_mimic_ragdoll( &player.mdl );
- else
- character_eval( &player.mdl );
-
- character_draw( &player.mdl, (player.is_dead|player.in_air)? 0.0f: 1.0f );
+ render_fb_resize();
+ gate_fb_resize();
+ water_fb_resize();
}
-static void vg_framebuffer_resize( int w, int h )
+static void draw_origin_axis(void)
{
- glBindTexture( GL_TEXTURE_2D, render.rgb_background );
- glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, w, h, 0,
- GL_RGB, GL_UNSIGNED_BYTE, NULL );
+ 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)
{
- glBindFramebuffer( GL_FRAMEBUFFER, 0 );
- 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 );
- glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
-
- v3f pos_inv;
- static v3f cam_lerped = {0.0f,0.0f,0.0f};
- v3_lerp( cam_lerped, player.view, 0.08f, cam_lerped );
-
- if( !freecam )
- {
- m4x3_mulv( player.to_world, cam_lerped, pos_inv );
-
- static float air_blend = 0.0f;
-
- air_blend = vg_lerpf( air_blend, player.in_air, 0.04f );
- v3_muladds( pos_inv, player.v, -0.05f*air_blend, pos_inv );
- }
- else
- v3_add( player.co, player.view, pos_inv );
- v3_negate( pos_inv, pos_inv );
-
- static float vertical_lerp = 0.0f;
- vertical_lerp = vg_lerpf( vertical_lerp, pos_inv[1], 1.0f );
- v3f final = { pos_inv[0], vertical_lerp, pos_inv[2] };
-
- float speed = freecam? 0.0f: 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 );
- static v2f cam_lerped_dir;
-
- m4x3_identity( world_matrix );
- if( player.is_dead )
- {
- v3f delta;
- v3_sub( player.mdl.ragdoll[k_chpart_head].co, player.follow, delta );
- v3_normalize(delta);
-
- v3f follow_pos;
- v3_muladds( player.mdl.ragdoll[k_chpart_head].co, delta,
- -1.5f, follow_pos );
- v3_lerp( player.follow, follow_pos, 0.1f, player.follow );
- v3_negate( player.follow, final );
-
-
- float yaw = atan2f( delta[0], -delta[2] );
- float pitch = asinf( delta[1] );
- m4x3_rotate_x( world_matrix, -pitch );
- m4x3_rotate_y( world_matrix, yaw );
- }
- else
- {
- v2_lerp( cam_lerped_dir, player.look_dir, 0.04f, cam_lerped_dir );
-
- m4x3_rotate_x( world_matrix,
- freecam?
- cam_lerped_dir[1]:
- 0.6f+shake[1]*0.04f+player.look_dir[1] );
-
- m4x3_rotate_y( world_matrix,
- freecam?
- cam_lerped_dir[0]:
- player.look_dir[0]+shake[0]*0.02f );
- }
-
-
- m4x3_translate( world_matrix, final );
-
m4x4f world_4x4;
- m4x3_expand( world_matrix, world_4x4 );
- m4x4_projection( vg_pv,
- freecam? 60.0f: 120.0f,
+ m4x3_expand( player.camera_inverse, world_4x4 );
+
+ gpipeline.fov = freecam? 60.0f: 125.0f; /* 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 );
/*
* 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 );
-
- scene_bind( &world.geo );
- scene_draw( &world.geo );
-
-#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
+ 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 );
/* Copy the RGB of what we have into the background buffer */
glBindFramebuffer( GL_READ_FRAMEBUFFER, 0 );
- glBindFramebuffer( GL_DRAW_FRAMEBUFFER, render.fb_background );
+ 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,
glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
else
glClear( GL_COLOR_BUFFER_BIT );
+
+ if( !draw_solid )
+ {
+ 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();
+ }
- draw_player();
-
- /* Draw back in the background */
+ /* 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_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 );
-
- glBindVertexArray( render.fsquad.vao );
- glDrawArrays( GL_TRIANGLES, 0, 6 );
+ 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 );
+}
- /* Debugger camera */
- glViewport( 0,0, 800, 800 );
- 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();
}
-
- glDisable( GL_DEPTH_TEST );
- vg_lines_drawall( (float *)vg_pv );
-
- glViewport( 0,0, vg_window_x, vg_window_y );
-
-#if 0
- if( replay_record )
+ else if( sv_scene == 1 )
+ {
+ physics_test_render();
+ }
+ else if( sv_scene == 2 )
{
- m4x3f *base = &replay_buffer[(PART_COUNT)*replay_buffer_frame];
+ anim_test_render( &tex_characters );
+ }
+#endif
+}
- for( int i=0; i<PART_COUNT; i++ )
- m4x3_copy( player.mdl.matrices[i], base[i] );
+static void run_light_widget( struct light_widget *lw )
+{
+ struct ui_checkbox c1 = { .data=&lw->enabled };
- replay_buffer_frame ++;
+ 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 };
- if( replay_buffer_frame == REPLAY_LENGTH )
- replay_buffer_frame = 0;
+ ui_slider_vector( &ui_global_ctx, &colour );
+ ui_global_ctx.cursor[1] += 4;
+ ui_slider_vector( &ui_global_ctx, &dir );
}
-#endif
}
-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, 20, "pos %.2f %.2f %.2f",
- player.co[0], player.co[1], player.co[2] );
+ 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] );
+ snprintf( buf, 40, "%.2f", vg_gamepad.axes[i] );
gui_text( (ui_px [2]){ 0, (i+3)*20 }, buf, 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();
+ }
+
+ //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
+ if( cl_ui )
+ {
+ render_world_routes_ui();
+ }
+ //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
+
+#if 0
+ static double last_b_press = 0.0;
+
+ double localtime = vg_time - last_b_press;
+
+ world_routes_ui_updatetime( 0, localtime );
+ world_routes_ui_draw( 0, (v4f){ 1.0f,0.0f,1.0f,1.0f}, 9.0f );
+
+ if( glfwGetKey(vg_window,GLFW_KEY_B) )
+ world_routes_ui_notch( 0, localtime );
+
+ 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 );
+ }
+
+ 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;
+
+ 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);
+
+ vg_info( "new: %u\n",world.routes.routes[0].ui.segment_count );
+ }
+#endif
+}