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[carveJwlIkooP6JGAAIwe30JlM.git] / main.c
diff --git a/main.c b/main.c
index 024b15e1d305e01c70ece3b0782f198361ff0edb..bbb4c321f310f8e297409801e3c3605c1874b2ae 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
+ * 
  */
 
+#define SR_NETWORKED
+#define VG_3D
 #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
-
 #include "steam.h"
-#include "network.h"
-
-#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 "audio.h"
 #include "world.h"
 #include "player.h"
+#include "network.h"
+#include "menu.h"
 
-#include "shaders/blit.h"
-#include "shaders/standard.h"
-#include "shaders/unlit.h"
-
-#include "physics_test.h"
-#include "anim_test.h"
-
-#include "gate.h"
-#include "water.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,
+           cl_menu   = 0;
 
 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_convar_push( (struct vg_convar){
-      .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_info(" Copyright  .        . .       -----, ,----- ,---.   .---.  \n" );
+vg_info(" 2021-2022  |\\      /| |           /  |      |    | |    /| \n" );
+vg_info("            | \\    / | +--        /   +----- +---'  |   / | \n" );
+vg_info("            |  \\  /  | |         /    |      |   \\  |  /  | \n" );
+vg_info("            |   \\/   | |        /     |      |    \\ | /   | \n" );
+vg_info("            '        ' '--' [] '----- '----- '     ' '---'  " 
+        "SOFTWARE\n" );
 
-   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
-   });
+   highscores_init( 2000, 50 );
+   if( !highscores_read() )
+      highscores_create_db();
 
-   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_loader_highwater( NULL, highscores_save_at_exit, NULL );
 
-       vg_function_push( (struct vg_cmd){
-               .name = "reset",
-               .function = reset_player
-       });
+   vg_sleep_ms(200);
 
-   vg_tex2d_init( texture_list, vg_list_size( texture_list ) );
-   
-   init_other();
+   steam_init();
+   vg_loader_highwater( NULL, steam_end, NULL );
+   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( menu_init, menu_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_new" );
-      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 if( sv_scene == 1 )
-   {
-      physics_test_start();
-   }
-   else if( sv_scene == 2 )
-   {
-      anim_test_start();
-   }
+static void vg_start(void)
+{
+   player_load_model( "ch_jordan" );
+   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 )
    {
+      if( vg_get_button_down( "menu" ) )
+      {
+         cl_menu = !cl_menu;
+      }
+
+      draw_origin_axis();
       network_update();
-      player_update();
-      world_update();
-      //traffic_visualize( world.traffic, world.traffic_count );
-      //
-      /* TEMP */
-      if( glfwGetKey( vg_window, GLFW_KEY_J ))
+
+      if( !cl_menu )
       {
-         v3_copy( player.camera_pos, world.mr_ball.co );
+         player_update_pre();
+         world_update( player.phys.rb.co );
       }
+
+      menu_update( cl_menu );
    }
-   else if( sv_scene == 1 )
+}
+
+static void vg_update_fixed( int loaded )
+{
+   if( loaded && !cl_menu )
    {
-      physics_test_update();
+      player_update_fixed();
    }
-   else if( sv_scene == 2 )
+}
+
+static void vg_update_post( int loaded )
+{
+   if( loaded && !cl_menu )
    {
-      anim_test_update();
+      player_update_post();
    }
 }
 
@@ -249,49 +151,62 @@ 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 );
-   v3f shake = { vg_randf()-0.5f, vg_randf()-0.5f, vg_randf()-0.5f };
-   v3_muls( shake, speed*0.01f, shake );
+   v3f *active_cam_inv = NULL,
+       *active_cam     = NULL;
 
    m4x4f world_4x4;
-   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, 
-         0.02f, 2100.0f );
+   if( cl_menu )
+   {
+      active_cam = menu_cam;
+      active_cam_inv = menu_cam_inv;
+   }
+   else
+   {
+      active_cam_inv = player.camera_inverse;
+      active_cam = player.camera;
+   }
+
+   m4x3_expand( active_cam_inv, world_4x4 );
+
+   static float fov = 97.0f;
+   float fov_target = (player.phys.on_board&&!cl_menu)? 125.0f: 108.0f;
+   fov = vg_lerpf( fov, fov_target, vg.time_delta * 2.0f );
 
-   m4x4_mul( vg_pv, world_4x4, vg_pv );
+   gpipeline.fov = freecam? 60.0f: fov; /* 120 */
+   m4x4_projection( vg.pv, gpipeline.fov, 
+         (float)vg.window_x / (float)vg.window_y, 
+         0.1f, 2100.0f );
 
+   m4x4_mul( vg.pv, world_4x4, vg.pv );
    glEnable( GL_DEPTH_TEST );
    
    /* 
     * Draw world
     */
+
+   int draw_solid = player.is_dead | freecam;
    
-   render_world( vg_pv, player.camera );
-   render_water_texture( player.camera );
+   render_world( vg.pv, active_cam );
+   if( draw_solid )
+      draw_player( active_cam );
+
+   render_water_texture( active_cam );
 
    glBindFramebuffer( GL_FRAMEBUFFER, 0 );
-   render_water_surface( vg_pv, player.camera );
+   render_water_surface( vg.pv, active_cam );
+   render_world_gates( vg.pv, player.phys.rb.co, active_cam );
 
-   vg_tex2d_bind( &tex_water, 1 ); /*TODO: ?*/
-   render_world_gates( vg_pv, player.camera );
+   if( cl_menu )
+      menu_render( vg.pv );
    
    /* 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,
+   glBlitFramebuffer( 0,0, vg.window_x, vg.window_y, 
+                      0,0, vg.window_x, vg.window_y,
                       GL_COLOR_BUFFER_BIT,
                       GL_LINEAR );
    
@@ -304,14 +219,14 @@ 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, 
+      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 );
+      m4x4_mul( vg.pv, world_4x4, vg.pv );
+      draw_player( active_cam );
    }
-   draw_player();
 
    /* Draw back in the background
     *
@@ -329,91 +244,63 @@ 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 );
-
+   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();
-
-   if( sv_scene == 0 )
-   {
-      render_main_game();
-   }
-   else if( sv_scene == 1 )
-   {
-      physics_test_render();
-   }
-   else if( sv_scene == 2 )
-   {
-      anim_test_render( &tex_characters );
-   }
-#endif
-}
-
-static void run_light_widget( struct light_widget *lw )
-{
-   struct ui_checkbox c1 = { .data=&lw->enabled };
-
-   ui_checkbox( &ui_global_ctx, &c1 );
+   render_main_game();
    
-   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 };
-
-      ui_slider_vector( &ui_global_ctx, &colour );
-      ui_global_ctx.cursor[1] += 4;
-      ui_slider_vector( &ui_global_ctx, &dir );
-   }
+   
+   /* Other shite */
+   glDisable(GL_BLEND);
+   glDisable( GL_DEPTH_TEST );
+   vg_lines_drawall( (float *)vg.pv );
+   glViewport( 0,0, vg.window_x, vg.window_y );
 }
 
-static void run_debug_info(void)
+void vg_ui(void)
 {
-   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, 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, 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 )
+#if 0
+   if( cl_menu )
    {
-      for( int i=0; i<6; i++ )
+      ui_rect menu =
       {
-         snprintf( buf, 40, "%.2f", vg_gamepad.axes[i] );
-         gui_text( (ui_px [2]){ 0, (i+3)*20 }, buf, 1, k_text_align_left );
+         vg.window_x / 2 - 150,
+         vg.window_y / 2 - 50,
+         300,
+         130
+      };
+
+      ui_fill_rect( &ui_global_ctx, menu, 0xa0000000 );
+
+      ui_text( &ui_global_ctx, (ui_rect){ menu[0]+menu[2]/2,menu[1]+6, 0, 0 },
+                               steam_username_at_startup, 
+                               1, k_text_align_center );
+      menu[1] += 24;
+      menu[3] -= 30;
+
+      ui_rect_pad( menu, 8 );
+      ui_fill_rect( &ui_global_ctx, menu, 0x90ffffff );
+      ui_rect_pad( menu, 2 );
+      ui_fill_rect( &ui_global_ctx, menu, 0xa0000000 );
+
+      menu[1] += 32;
+      ui_text( &ui_global_ctx, (ui_rect){ menu[0]+menu[2]/2,menu[1], 0, 0 },
+                               "Exit", 2, k_text_align_center );
+
+      if( vg_get_button_down( "jump" ) )
+      {
+         glfwSetWindowShouldClose( vg.window, 1 );
       }
    }
-   else
-   {
-      gui_text( (ui_px [2]){ 0, 60 }, 
-            "Gamepad not ready", 1, k_text_align_left );
-   }
-}
-
-void vg_ui(void)
-{
+   
    if( lightedit )
    {
       ui_global_ctx.cursor[0] = 10;
@@ -448,40 +335,64 @@ void vg_ui(void)
 
       render_update_lighting_ub();
    }
+#endif
    
    //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
-   render_world_routes_ui();
+   if( cl_ui )
+   {
+      render_world_routes_ui();
+   }
    //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
+   
+   audio_debug_soundscapes();
+}
 
 #if 0
-   static double last_b_press = 0.0;
+static void run_light_widget( struct light_widget *lw )
+{
+   struct ui_checkbox c1 = { .data=&lw->enabled };
 
-   double localtime = vg_time - last_b_press;
+   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 };
 
-   world_routes_ui_updatetime( 0, localtime );
-   world_routes_ui_draw( 0, (v4f){ 1.0f,0.0f,1.0f,1.0f}, 9.0f );
+      ui_slider_vector( &ui_global_ctx, &colour );
+      ui_global_ctx.cursor[1] += 4;
+      ui_slider_vector( &ui_global_ctx, &dir );
+   }
+}
+#endif
 
-   if( glfwGetKey(vg_window,GLFW_KEY_B) )
-      world_routes_ui_notch( 0, localtime );
+static void run_debug_info(void)
+{
+   char buf[40];
+   
+   snprintf( buf, 40, "%.2fm/s", v3_length( player.phys.rb.v ) );
+   gui_text( (ui_px [2]){ 0, 0 }, buf, 1, k_text_align_left );
+   
+   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 );
 
-   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, 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 );
 
-   static double last_m_press;
-   if( vg_time-last_m_press > 1.0 )
-      if( glfwGetKey( vg_window, GLFW_KEY_M) )
+   if( vg.gamepad_ready )
+   {
+      for( int i=0; i<6; i++ )
       {
-         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 );
+         snprintf( buf, 40, "%.2f", vg.gamepad.axes[i] );
+         gui_text( (ui_px [2]){ 0, (i+3)*20 }, buf, 1, k_text_align_left );
       }
-#endif
+   }
+   else
+   {
+      gui_text( (ui_px [2]){ 0, 60 }, 
+            "Gamepad not ready", 1, k_text_align_left );
+   }
 }