/*
- * 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;
-static int cl_ui = 1;
-
-/* 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,
- .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_convar_push( (struct vg_convar){
.name = "cl_ui",
.data = &cl_ui,
.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_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 = "run_speed",
- .data = &k_runspeed,
- .data_type = k_convar_dtype_f32,
- .opt_f32 = { .clamp = 0 },
- .persistent = 1
- });
+ highscores_init( 2000, 50 );
+ if( !highscores_read() )
+ highscores_create_db();
- 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 = "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_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();
}
}
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 );
- m4x4_mul( vg_pv, world_4x4, vg_pv );
+ 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 );
+ 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 );
/*
int draw_solid = player.is_dead | freecam;
- render_world( vg_pv, player.camera );
+ render_world( vg.pv, active_cam );
if( draw_solid )
- draw_player();
- render_water_texture( player.camera );
+ 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 );
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 );
- draw_player();
+ m4x4_mul( vg.pv, world_4x4, vg.pv );
+ draw_player( active_cam );
}
/* Draw back in the background
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;
render_update_lighting_ub();
}
+#endif
//glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
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 );
+ }
}