+/*
+ * =============================================================================
+ *
+ * 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 "vg/vg.h"
-
-/* Resources */
-vg_tex2d tex_norwey = { .path = "textures/norway_foliage.qoi" };
-vg_tex2d tex_grid = { .path = "textures/grid.qoi" };
-vg_tex2d tex_road = { .path = "textures/road.qoi" };
-vg_tex2d tex_gradients = { .path = "textures/gradients.qoi",
- .flags = VG_TEXTURE_CLAMP };
-vg_tex2d *texture_list[] =
-{
- &tex_norwey,
- &tex_gradients,
- &tex_grid,
- &tex_road
-};
-
-/* Convars */
-static int freecam = 0;
-static int debugview = 0;
-static int debugsdf = 0;
-static int debugroad = 0;
-
-/* Components */
-#include "road.h"
-#include "scene.h"
+#include "common.h"
+#include "steam.h"
+#include "render.h"
+#include "audio.h"
+#include "world.h"
+#include "player.h"
+
+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" );
}
-m4x3f world_matrix;
-v3f player_pos;
-v3f player_head; /* Relative to pos */
-v3f player_vel = { 0.0f, 0.0f, -0.2f };
-float player_yaw;
-v2f look_dir;
-v3f player_accel;
-
-float waves[128][128];
-
-road_patch road_main;
-scene test_scene;
-scene world_scene;
-scene player_scene;
-u32 world_terrain_count,
- world_road_count;
-
-static int reset_player( int argc, char const *argv[] )
+static void highscores_save_at_exit(void*_)
{
- v3_zero( player_pos );
- v3_copy( (v3f){ 0.0f, 0.0f, -0.2f }, player_vel );
- player_yaw = 0.0f;
-
- return 0;
+ highscores_serialize_all();
+ highscores_free();
}
-void vg_register(void)
+int vg_preload(void)
{
- scene_register();
-}
-
-void vg_start(void)
-{
- for( int y=0; y<128; y++ )
- {
- for( int x=0; x<128; x++ )
- {
- v2f pos = {x,y};
-
- waves[x][y] = sinf( pos[0] * 0.1f ) *
- cosf( pos[1] * 0.3f ) * 5.0f + x*-0.2f;
- }
- }
-
- vg_tex2d_init( texture_list, vg_list_size( texture_list ) );
-
- road_patch_init( &road_main );
- road_generate( &road_main );
-
vg_convar_push( (struct vg_convar){
- .name = "freecam",
- .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 = "debugview",
- .data = &debugview,
- .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 = "debugsdf",
- .data = &debugsdf,
- .data_type = k_convar_dtype_i32,
- .opt_i32 = { .min=0, .max=1, .clamp=1 },
- .persistent = 1
- });
+ highscores_init( 2000, 50 );
+ if( !vg_loader_highwater( highscores_save_at_exit, NULL ) ) return 0;
- vg_convar_push( (struct vg_convar){
- .name = "debugroad",
- .data = &debugroad,
- .data_type = k_convar_dtype_i32,
- .opt_i32 = { .min=0, .max=1, .clamp=1 },
- .persistent = 1
- });
+ vg_sleep_ms(200);
- vg_function_push( (struct vg_cmd){
- .name = "reset",
- .function = reset_player
- });
-
- v3f lightDir = { 0.1f, 0.8f, 0.2f };
- v3_normalize( lightDir );
-
- scene_init( &world_scene );
- scene_init( &test_scene );
- scene_init( &player_scene );
- model *world = vg_asset_read( "models/free_dev.mdl" );
- model *test = vg_asset_read( "models/test.mdl" );
- model *char_dev = vg_asset_read( "models/char_dev.mdl" );
- scene_add_model( &player_scene, char_dev,
- submodel_get( char_dev, "joint" ),
- (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
- free(char_dev);
-
- scene_add_model( &world_scene, world,
- submodel_get( world, "terrain" ),
- (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
-
- int id_tree = submodel_get( test, "tree" ),
- id_groundcover[] =
- {
- submodel_get( test, "bush" ),
- submodel_get( test, "grass" ),
- submodel_get( test, "blubber" ),
- submodel_get( test, "blubber" ),
- submodel_get( test, "blubber" ),
- submodel_get( test, "grassthin" )
- };
-
- /* Sprinkle some trees in the terrain areas */
- v3f range;
- v3_sub( world_scene.bbx[1], world_scene.bbx[0], range );
-
- for( int i=0; i<8000; i++ )
- {
- v3f pos;
+ if( !steam_init() ) return 0;
+ if( !vg_loader_highwater( steam_end, NULL ) ) return 0;
- pos[0] = vg_randf();
- pos[1] = 0.0f;
- pos[2] = vg_randf();
- v3_muladd( world_scene.bbx[0], pos, range, pos );
+ if( !network_init() ) return 0;
+ if( !vg_loader_highwater( network_end, NULL ) ) return 0;
- if( sample_scene_height( &world_scene, pos ) )
- {
- scene_add_model( &test_scene, test,
- id_tree,
- pos, vg_randf() * VG_TAUf, vg_randf() * 0.5f + 0.5f );
- }
- }
+ return 1;
+}
- world_terrain_count = world_scene.indice_count;
+int vg_load(void)
+{
+ if( !render_init() ) return 0;
+ if( !vg_loader_highwater( render_free, NULL ) ) return 0;
- scene_add_model( &world_scene, world,
- submodel_get( world, "road" ),
- (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
- world_road_count = world_scene.indice_count-world_terrain_count;
+ if( !world_init() ) return 0;
- free( test );
- free( world );
+ if( !player_init() ) return 0;
+ if( !vg_loader_highwater( player_model_free, NULL ) ) return 0;
-#if 0
- scene_compute_occlusion( &test_scene );
- scene_shadow_gradient( &test_scene, 1, 0.0f, 1.0f );
- scene_shadow_sphere( &test_scene, (v3f){ 0.0f,4.0f,0.0f},
- (v4f){1.0f, 2.0f, 0.0f, 0.0f}, lightDir );
-#endif
- scene_upload( &player_scene );
- scene_upload( &world_scene );
- scene_upload( &test_scene );
-}
-static float sample_terrain( v3f pos )
-{
- v3f local;
- v3_muls( pos, 0.1f, local );
+ if( !vg_bake_shaders() ) return 0;
- v2i ico = { local[0], local[2] };
- for( int i=0; i<2; i++ )
- {
- if( ico[i] < 0 ) ico[i] = 0;
- if( ico[i] > 126 ) ico[i] = 126;
- }
- float hse = waves[ico[0]+1][ico[1]],
- hsw = waves[ico[0]][ico[1]],
- hne = waves[ico[0]+1][ico[1]+1],
- hnw = waves[ico[0]][ico[1]+1];
+ if( !audio_init() ) return 0;
+ if( !vg_loader_highwater( audio_free, NULL ) ) return 0;
- v3f subcoord;
- v3_floor( local, subcoord );
- v3_sub( local, subcoord, subcoord );
+ /* FInal step */
+ world_load();
+ vg_console_load_autos();
- float hs = vg_lerpf( hse, hsw, 1.0f-subcoord[0] ),
- hn = vg_lerpf( hne, hnw, 1.0f-subcoord[0] ),
- sampleh = vg_lerpf( hs, hn, subcoord[2] );
-
- return sampleh*10.0f;
+ return 1;
}
-static void draw_terrain(void)
+static void vg_start(void)
{
- float sf = 10.0f;
-
- /* Draw waves
- */
- for( int y=0; y<63; y++ )
- {
- for( int x=0; x<63; x++ )
- {
- v2i pos = {x*2,y*2};
- vg_line( (v3f){ pos[0]*sf, waves[pos[0]][pos[1]]*sf, pos[1]*sf },
- (v3f){ (pos[0]+2)*sf, waves[pos[0]+2][pos[1]]*sf, pos[1]*sf },
- 0xa0ffffff );
-
- vg_line( (v3f){ pos[1]*sf, waves[pos[1]][pos[0]]*sf, pos[0]*sf },
- (v3f){ pos[1]*sf, waves[pos[1]][pos[0]+2]*sf, (pos[0]+2)*sf },
- 0xa0ffffff );
- }
- }
-
+ player_load_model( "ch_new" );
+ reset_player( 1, (const char *[]){ "start" } );
}
-v3f head, butt, knee_r, knee_l, foot_r, foot_l, hand_r, hand_l,
- shoulder_r, shoulder_l;
-
-
-void vg_update(void)
+static void draw_origin_axis(void)
{
- float timestep = 1.0f/60.0f;
-
- if( freecam )
- {
- m4x3f cam_rot;
- m4x3_identity( cam_rot );
- m4x3_rotate_y( cam_rot, -look_dir[0] );
- m4x3_rotate_x( cam_rot, -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 );
+ 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 );
+}
- v2_muladds( view_vel, delta, 0.005f, view_vel );
- }
-
- v2_muls( view_vel, 0.75f, view_vel );
- v2_add( view_vel, look_dir, look_dir );
- look_dir[1] = vg_clampf( look_dir[1], -VG_PIf*0.5f, VG_PIf*0.5f );
-
- if( vg_get_button( "forward" ) )
- v3_muladds( move_vel, lookdir, timestep * movespeed, move_vel );
- if( vg_get_button( "back" ) )
- v3_muladds( move_vel, lookdir, timestep *-movespeed, move_vel );
- if( vg_get_button( "left" ) )
- v3_muladds( move_vel, sidedir, timestep *-movespeed, move_vel );
- if( vg_get_button( "right" ) )
- v3_muladds( move_vel, sidedir, timestep * movespeed, move_vel );
-
- v3_muls( move_vel, 0.75f, move_vel );
- v3_add( move_vel, player_head, player_head );
-
- return;
- }
+void vg_update( int loaded )
+{
+ steam_update();
- if( vg_get_button( "forward" ) )
+ if( loaded )
{
- v3f accel = { sinf( player_yaw ), 0.0f, -cosf( player_yaw ) };
- v3_muladds( player_vel, accel, 5.0f * timestep, player_vel );
+ draw_origin_axis();
+ network_update();
+ player_update();
+ world_update( player.phys.rb.co );
}
-
- m4x3f player_transform,
- world_to_local, local_to_world;
-
- m4x3_identity( player_transform );
- m4x3_translate( player_transform, player_pos );
- m4x3_rotate_y( player_transform, -player_yaw );
-
- m4x3_identity( world_to_local );
- m4x3_rotate_y( world_to_local, player_yaw );
-
- m4x3_identity( local_to_world );
- m4x3_rotate_y( local_to_world, -player_yaw );
-
- /* Get front and back contact points */
- v3f contact_front, contact_back, fwd, fwd1, contact_norm;
+}
- m4x3_mulv( local_to_world, (v3f){0.0f,0.0f,-1.0f}, fwd );
- m4x3_mulv( local_to_world, (v3f){0.03f,0.0f,-1.0f}, fwd1 );
+static void vg_framebuffer_resize( int w, int h )
+{
+ render_fb_resize();
+ gate_fb_resize();
+ water_fb_resize();
+}
- v3_muladds( player_pos, fwd, 1.0f, contact_front );
- v3_muladds( player_pos, fwd,-1.0f, contact_back );
- v3_muladds( player_pos, fwd1, 1.0f, contact_norm );
-
+static void render_main_game(void)
+{
+ /* TODO Breakup this & Gen */
#if 0
- road_patch_setplayer( &road_main, player_pos );
- sample_road_height( &road_main, contact_front );
- sample_road_height( &road_main, contact_back );
-#else
- sample_scene_height( &world_scene, contact_front );
- sample_scene_height( &world_scene, contact_back );
- sample_scene_height( &world_scene, contact_norm );
+ 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
- v3f norm;
- v3f v0, v1;
- v3_sub( contact_back, contact_norm, v0 );
- v3_sub( contact_front, contact_norm, v1 );
- v3_cross( v1, v0, norm );
- v3_normalize( norm );
-
- v3f gravity = { 0.0f, -9.6f, 0.0f };
- v3_muladds( player_vel, gravity, timestep, player_vel );
-
- v3f ground_pos;
- v3_copy( player_pos, ground_pos );
- sample_scene_height( &world_scene, ground_pos );
-
- static int in_air = 1;
-
- if( in_air )
- {
- if( ground_pos[1] > player_pos[1] )
- in_air = 0;
- }
+ m4x4f world_4x4;
+ m4x3_expand( player.camera_inverse, world_4x4 );
- if( !in_air )
- {
- float resistance = v3_dot( norm, player_vel );
+ 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( resistance >= 0.0f )
- in_air = 1;
- else
- {
- v3_muladds( player_vel, norm, -resistance, player_vel );
- }
- }
+ m4x4_mul( vg_pv, world_4x4, vg_pv );
- /* vg_info( "%.3f | %.3f\n", player_vel[1], resistance ); */
- v3_muladds( player_pos, player_vel, timestep, player_pos );
+ glEnable( GL_DEPTH_TEST );
- float slip = 0.0f;
-
- if( !in_air )
- {
- player_pos[1] = (contact_front[1]+contact_back[1])*0.5f;
-
- vg_line( player_pos, contact_front, 0xff00ffff );
- vg_line( player_pos, contact_back, 0xff00ffa0 );
-
- /* Create the 'travel' vector */
- v3f travel;
- v3_sub( contact_front, contact_back, travel );
- v3_normalize( travel );
-
- /* Apply gravity */
-#if 0
- float gravity_conversion = -v3_dot( travel, gravity );
- vel[2] += gravity_conversion * substep;
-#endif
-
- /* Get localized (rotated) rigidbody forces
- * -z
- * ^
- * -|-
- * |
- * +z
+ /*
+ * Draw world
*/
+
+ int draw_solid = player.is_dead | freecam;
- v3f vel;
- m4x3_mulv( world_to_local, player_vel, vel );
+ render_world( vg_pv, player.camera );
+ if( draw_solid )
+ draw_player();
+ render_water_texture( player.camera );
- /* Calculate local forces */
- slip = -vel[0] / vel[2];
- float substep = timestep * 0.2f;
+ glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+ render_water_surface( vg_pv, player.camera );
- if( fabsf( slip ) > 1.2f )
- {
- slip = vg_signf( slip ) * 1.2f;
- }
+ render_world_gates( vg_pv, player.phys.rb.co, player.camera );
- for( int i=0; i<5; i++ )
- {
- if( fabsf(vel[2]) >= 0.02f*substep )
- vel[2] += vg_signf( vel[2] ) * -0.02f * substep;
- if( fabsf(vel[0]) >= 6.0f*substep )
- vel[0] += vg_signf( vel[0] ) * -6.0f * substep;
- }
+ /* 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,
+ GL_COLOR_BUFFER_BIT,
+ GL_LINEAR );
- m4x3_mulv( local_to_world, vel, player_vel );
-
- if( vg_get_button( "yawl" ) )
- player_yaw -= 1.6f * timestep;
- if( vg_get_button( "yawr" ) )
- player_yaw += 1.6f * timestep;
+ /* Clear out the colour buffer, but keep depth */
+ glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+ glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
- player_yaw += vg_get_axis( "horizontal" ) * 1.6f * timestep;
- }
+ if( !player.is_dead )
+ glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
else
+ glClear( GL_COLOR_BUFFER_BIT );
+
+ if( !draw_solid )
{
- player_yaw += vg_get_axis( "horizontal" ) * 3.6f * timestep;
- look_dir[0] = player_yaw;
+ 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();
}
- look_dir[0] = atan2f( player_vel[0], -player_vel[2] );
+ /* 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);
- /* Creating a skeleton of the player dynamically */
- float kheight = 1.8f,
- kleg = 0.6f;
-
- v2f ac;
-
- static v3f last_vel = { 0.0f, 0.0f, 0.0f };
- static v3f bob, bob1;
+ shader_blit_use();
+ shader_blit_uTexMain( 0 );
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background );
- v3_sub( player_vel, last_vel, player_accel );
- v3_copy( player_vel, last_vel );
- v3_add( bob, player_accel, bob );
-
- bob[0] = vg_clampf( bob[0], -0.4f, 1.0f );
- bob[1] = vg_clampf( bob[1], -0.4f, 1.3f );
- bob[2] = vg_clampf( bob[2], -0.4f, 1.0f );
-
- v3_lerp( bob, (v3f){ 0.0f, 0.0f, 0.0f }, 0.1f, bob );
- v3_lerp( bob1, bob, 0.1f, bob1 );
-
- /* Feet */
- foot_r[0] = 0.0f;
- foot_r[1] = 0.0f;
- foot_r[2] = 0.3f;
-
- foot_l[0] = 0.0f;
- foot_l[1] = 0.0f;
- foot_l[2] = -0.3f;
-
- /* Head */
- head[0] = (-sinf(slip)*0.9f * kheight + bob1[0]*0.6f) * 0.54f;
- head[1] = cosf(slip)*0.9f * kheight +-bob1[1]*1.4f;
- head[2] = 0.0f;
-
- /* Hips */
- butt[0] = -sinf(slip)*0.2f;
- butt[1] = cosf(slip);
- butt[2] = 0.0f;
- v2_normalize(butt);
- v2_muls( butt, -0.7f, butt );
- v2_add( head, butt, butt );
-
- /* Knees */
- v2_sub( butt, (v2f){0.0f,0.0f}, ac );
- float cl = v2_length( ac ),
- d = acosf( (2.0f * kleg*kleg - cl*cl) / 2.0f * kleg*kleg ),
- x = atan2f( ac[0], ac[1] ),
- ad = (-VG_PIf-d)/2.0f;
-
- v2_muladds( (v2f){0.0f,0.0f},
- (v2f){ sinf( ad+x ), cosf( ad + x ) },
- kleg, knee_l );
- knee_l[2] = -0.3f;
-
- v2_copy( knee_l, knee_r );
- knee_r[2] = 0.3f;
-
- /* shoulders */
- v3_add( (v3f){0.0f,-0.1f,-0.2f}, head, shoulder_r );
-
- /* Hands */
- hand_r[0] = sinf( slip ) * 0.1f;
- hand_r[1] = -cosf( slip*5.0f ) * 0.5f - 0.5f;
- hand_r[2] = -sinf( fabsf(slip) * 2.4f );
- v3_add( shoulder_r, hand_r, hand_r );
-
- m4x3_mulv( player_transform, head, head );
- m4x3_mulv( player_transform, butt, butt );
- m4x3_mulv( player_transform, knee_l, knee_l );
- m4x3_mulv( player_transform, knee_r, knee_r );
- m4x3_mulv( player_transform, foot_l, foot_l );
- m4x3_mulv( player_transform, foot_r, foot_r );
- m4x3_mulv( player_transform, hand_r, hand_r );
- m4x3_mulv( player_transform, shoulder_r, shoulder_r );
-
- v3_copy( head, player_head );
-
+ render_fsquad();
}
-static void debug_grid( v3f at )
-{
- v3f base;
- v3_floor( at, base );
-
- for( int y=0; y<16; y++ )
- {
- vg_line( (v3f){ base[0] - 8, base[1], base[2]+y-8 },
- (v3f){ base[0] + 8, base[1], base[2]+y-8 },
- 0x40ffffff );
- }
- for( int x=0; x<16; x++ )
- {
- vg_line( (v3f){ base[0]+x-8, base[1], base[2]-8 },
- (v3f){ base[0]+x-8, base[1], base[2]+8 },
- 0x40ffffff );
- }
-}
-
-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( 0.1f, 0.0f, 0.2f, 1.0f );
- glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
-
- v3f pos_inv;
- v3_negate( player_head, pos_inv );
- float speed = v3_length( player_vel );
- v3f shake = { vg_randf()-0.5f, vg_randf()-0.5f, vg_randf()-0.5f };
- v3_muls( shake, speed*0.01f, shake );
+ glClearColor( 0.11f, 0.35f, 0.37f, 1.0f );
+ glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
- m4x3_identity( world_matrix );
- m4x3_rotate_x( world_matrix, freecam? look_dir[1]: 0.3f+shake[1]*0.04f );
- m4x3_rotate_y( world_matrix, look_dir[0]+shake[0]*0.02f );
- m4x3_translate( world_matrix, pos_inv );
+ render_main_game();
- m4x4f world_4x4;
- m4x3_expand( world_matrix, world_4x4 );
-
- m4x4_projection( vg_pv,
- freecam? 90.0f: 130.0f,
- (float)vg_window_x / (float)vg_window_y,
- 0.01f, 1000.0f );
- m4x4_mul( vg_pv, world_4x4, vg_pv );
-
- if( debugroad )
- draw_road_patch_dev( &road_main );
-
- 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 );
-
- v3f board_fwd = { -sinf( player_yaw ), 0.0f, cosf( player_yaw ) };
- v3f board_side = { -board_fwd[2], 0.0f, board_fwd[0] };
- v3f bnw, bne, bse, bsw;
- v3_muladds( player_pos, board_fwd, 0.75f, bnw );
- v3_muladds( player_pos, board_fwd, -0.75f, bsw );
- v3_muladds( bnw, board_side, 0.1f, bne );
- v3_muladds( bnw, board_side, -0.1f, bnw );
- v3_muladds( bsw, board_side, 0.1f, bse );
- v3_muladds( bsw, board_side, -0.1f, bsw );
-
- vg_line( bnw, bne, 0xff00ff00 );
- vg_line( bne, bse, 0xff00ff00 );
- vg_line( bse, bsw, 0xff00ff00 );
- vg_line( bsw, bnw, 0xff00ff00 );
-
- glEnable( GL_DEPTH_TEST );
-
- v3f leg_dr, leg_dl, leg_ar, leg_al;
-
- v3_sub( foot_l, butt, leg_dl );
- v3_sub( foot_r, butt, leg_dr );
- leg_dl[1] = 0.0f;
- leg_dr[1] = 0.0f;
- v3_normalize( leg_dl );
- v3_normalize( leg_dr );
-
- v3f v0;
- v3_sub( butt, knee_l, v0 );
- float leg_pl = atan2f( v0[1], v3_dot( v0, leg_dl ) );
+ /* Other shite */
+ glDisable(GL_BLEND);
+ glDisable( GL_DEPTH_TEST );
+ vg_lines_drawall( (float *)vg_pv );
+ glViewport( 0,0, vg_window_x, vg_window_y );
+}
- v3_sub( knee_l, foot_l, v0 );
- float knee_pl = atan2f( v0[1], v3_dot( v0, leg_dl ) );
+void vg_ui(void)
+{
+#if 0
+ 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;
- float leg_yl = -atan2f( leg_dl[2], leg_dl[0] ),
- leg_yr = atan2f( leg_dr[2], leg_dr[0] );
+ 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 };
- SHADER_USE( shader_debug_vcol );
- m4x3f temp;
- m4x4f temp1;
+ 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 };
- vg_tex2d_bind( &tex_grid, 0 );
- scene_tree_sway = 0.0f;
+ for( int i=0; i<3; i++ )
+ run_light_widget( &gpipeline.widgets[i] );
- vg_line( head, butt, 0xff0000ff );
- vg_line( butt, knee_l, 0xff0000ff );
- vg_line( butt, knee_r, 0xff0000ff );
- vg_line( foot_l, knee_l, 0xff00a0ff );
- vg_line( foot_r, knee_r, 0xff00a0ff );
- vg_line( head, shoulder_r, 0xa0ff00ff );
- vg_line( shoulder_r, hand_r, 0xffff00ff );
- m4x3_identity( temp );
+ gui_text( ui_global_ctx.cursor, "Ambient", 1, 0 );
+ ui_global_ctx.cursor[1] += 16;
+ ui_slider_vector( &ui_global_ctx, &s5 );
- m4x3_translate( temp, knee_l );
- m4x3_rotate_x( temp, knee_pl );
- m4x3_rotate_y( temp, leg_yl );
+ 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 );
- m4x3_expand( temp, temp1 );
- glUniformMatrix4fv( SHADER_UNIFORM( shader_debug_vcol, "uMdl" ),
- 1, GL_FALSE, (float *)temp1 );
+ 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 );
- scene_draw( &player_scene, -1, 0 );
+ 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 );
- m4x3_identity( temp );
- m4x3_expand( temp, temp1 );
- glUniformMatrix4fv( SHADER_UNIFORM( shader_debug_vcol, "uMdl" ),
- 1, GL_FALSE, (float *)temp1 );
+ audio_debug_soundscapes();
+}
- vg_tex2d_bind( &tex_norwey, 0 );
- scene_tree_sway = 0.1f;
- scene_draw( &test_scene, -1, 0 );
+void vg_free(void)
+{
+}
- vg_tex2d_bind( &tex_grid, 0 );
- scene_tree_sway = 0.0f;
- scene_draw( &world_scene, world_terrain_count, 0 );
+#if 0
+static void run_light_widget( struct light_widget *lw )
+{
+ struct ui_checkbox c1 = { .data=&lw->enabled };
- vg_tex2d_bind( &tex_road, 0 );
- scene_draw( &world_scene, world_road_count, world_terrain_count );
+ 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 };
- glDisable( GL_DEPTH_TEST );
+ 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_vel ) );
+ 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, 20, "%.2f %.2f %.2f m/s",
- player_accel[0], player_accel[1], player_accel[2] );
-
+ 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_gamepad_ready )
+ 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 );
+
+ if( vg.gamepad_ready )
{
for( int i=0; i<6; i++ )
{
- snprintf( buf, 20, "%.2f", vg_gamepad.axes[i] );
- gui_text( (ui_px [2]){ 0, (i+2)*20 }, buf, 1, k_text_align_left );
+ snprintf( buf, 40, "%.2f", vg.gamepad.axes[i] );
+ gui_text( (ui_px [2]){ 0, (i+3)*20 }, buf, 1, k_text_align_left );
}
}
else
{
- gui_text( (ui_px [2]){ 0, 40 },
+ gui_text( (ui_px [2]){ 0, 60 },
"Gamepad not ready", 1, k_text_align_left );
}
}
-
-void vg_free(void){}