X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=main.c;h=0d4ee25781014e1026cd45c90721130aab2cbafb;hb=5ecf9cca8b5b9bf876d7e7c7fde03d5b187bb42b;hp=aa90b02bdc25d39d127155a874fc9971d668ff51;hpb=168eb5c363f510d60703498e01ffcdb52bf9fd07;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/main.c b/main.c index aa90b02..0d4ee25 100644 --- a/main.c +++ b/main.c @@ -1,168 +1,130 @@ /* - * 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; - -/* Components */ -#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 "steam.h" #include "render.h" -#include "gate.h" -#include "water.h" +#include "audio.h" #include "world.h" #include "player.h" -#include "shaders/blit.h" -#include "shaders/standard.h" -#include "shaders/unlit.h" - -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) -{ - render_init(); - gate_init(); - world_init(); - character_init(); - audio_init(); -} - -vg_tex2d *texture_list[] = -{ - &tex_norwey, - &tex_gradients, - &tex_grid, - &tex_sky, - &tex_cement, - &tex_water, - &tex_water_surf -}; +static int cl_ui = 1; int main( int argc, char *argv[] ) { - vg_init( argc, argv, "Voyager Game Engine" ); + vg_enter( argc, argv, "Voyager Game Engine" ); } -static int playermodel( int argc, char const *argv[] ) +static void highscores_save_at_exit(void*_) { - if( argc < 1 ) return 0; - - glmesh old_mesh = player.mdl.mesh; - - if( character_load( &player.mdl, argv[0] ) ) - mesh_free( &old_mesh ); - - return 1; + highscores_serialize_all(); + highscores_free(); } -void vg_start(void) +void vg_preload(void) { 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 = "grid", - .data = &walk_grid_iterations, - .data_type = k_convar_dtype_i32, - .opt_i32 = { .min=0, .max=1, .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 = "ledit", - .data = &lightedit, - .data_type = k_convar_dtype_i32, - .opt_i32 = { .min=0, .max=1, .clamp=1 }, - .persistent = 1 - }); + highscores_init( 2000, 50 ); + vg_loader_highwater( NULL, highscores_save_at_exit, NULL ); - 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_sleep_ms(200); - 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 - }); + steam_init(); + vg_loader_highwater( NULL, steam_end, NULL ); - vg_convar_push( (struct vg_convar){ - .name = "debugview", - .data = &debugview, - .data_type = k_convar_dtype_i32, - .opt_i32 = { .min=0, .max=1, .clamp=0 }, - .persistent = 1 - }); + vg_loader_highwater( network_init, network_end, NULL ); +} - vg_function_push( (struct vg_cmd){ - .name = "reset", - .function = reset_player - }); +void vg_load(void) +{ + vg_loader_highwater( render_init, render_free, NULL ); + vg_loader_highwater( world_init, world_free, NULL ); + vg_loader_highwater( player_init, NULL, NULL ); - vg_tex2d_init( texture_list, vg_list_size( texture_list ) ); - - init_other(); + if( !vg_bake_shaders() ) + vg_fatal_exit_loop( "Did not load all shaders" ); - character_load( &player.mdl, "ch_mike" ); - character_init_ragdoll( &player.mdl ); + vg_loader_highwater( audio_init, audio_free, NULL ); + /* FInal step */ world_load(); + vg_console_load_autos(); +} - reset_player( 1, (const char *[]){ "tutorial" } ); - player_transform_update(); +static void vg_start(void) +{ + player_load_model( "ch_new" ); + reset_player( 1, (const char *[]){ "start" } ); } -void vg_free(void) +static void draw_origin_axis(void) { - vg_tex2d_free( texture_list, vg_list_size(texture_list) ); + 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 ) { - player_update(); + steam_update(); + + if( loaded ) + { + draw_origin_axis(); + network_update(); + player_update_pre(); + world_update( player.phys.rb.co ); + } +} + +static void vg_update_fixed( int loaded ) +{ + if( loaded ) + { + player_update_fixed(); + } +} + +static void vg_update_post( int loaded ) +{ + if( loaded ) + { + player_update_post(); + } } static void vg_framebuffer_resize( int w, int h ) @@ -172,58 +134,40 @@ static void vg_framebuffer_resize( int w, int h ) water_fb_resize(); } -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( 0.11f, 0.35f, 0.37f, 1.0f ); - glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT ); - - float speed = freecam? 0.0f: v3_length( player.v ); - v3f shake = { vg_randf()-0.5f, vg_randf()-0.5f, vg_randf()-0.5f }; - v3_muls( shake, speed*0.01f, shake ); - m4x4f world_4x4; m4x3_expand( player.camera_inverse, world_4x4 ); - gpipeline.fov = freecam? 60.0f: 135.0f; /* 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 ); - - 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 ); + 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 ); + m4x4_mul( vg.pv, world_4x4, vg.pv ); glEnable( GL_DEPTH_TEST ); /* * Draw world */ - render_world( vg_pv, player.camera ); + 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 ); - - for( int i=0; ienabled }; + glBindFramebuffer( GL_FRAMEBUFFER, 0 ); + glViewport( 0,0, vg.window_x, vg.window_y ); + glDisable( GL_DEPTH_TEST ); - 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 }; + glClearColor( 0.11f, 0.35f, 0.37f, 1.0f ); + glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT ); - ui_slider_vector( &ui_global_ctx, &colour ); - ui_global_ctx.cursor[1] += 4; - ui_slider_vector( &ui_global_ctx, &dir ); - } + render_main_game(); + + + /* Other shite */ + glDisable(GL_BLEND); + glDisable( GL_DEPTH_TEST ); + vg_lines_drawall( (float *)vg.pv ); + glViewport( 0,0, vg.window_x, vg.window_y ); } void vg_ui(void) { - char buf[20]; - #if 0 - snprintf( buf, 20, "%.2fm/s", v3_length( player.v ) ); - gui_text( (ui_px [2]){ 0, 0 }, buf, 1, k_text_align_left ); - - snprintf( buf, 20, "%.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] ); - 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+3)*20 }, buf, 1, k_text_align_left ); - } - } - else - { - gui_text( (ui_px [2]){ 0, 60 }, - "Gamepad not ready", 1, k_text_align_left ); - } -#endif - if( lightedit ) { ui_global_ctx.cursor[0] = 10; @@ -352,4 +263,64 @@ void vg_ui(void) 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 void run_light_widget( struct light_widget *lw ) +{ + struct ui_checkbox c1 = { .data=&lw->enabled }; + + 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 }; + + ui_slider_vector( &ui_global_ctx, &colour ); + ui_global_ctx.cursor[1] += 4; + ui_slider_vector( &ui_global_ctx, &dir ); + } +} +#endif + +static void run_debug_info(void) +{ + char buf[40]; + + snprintf( buf, 40, "%.2fm/s", v3_length( player.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 ); + + 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, 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, 60 }, + "Gamepad not ready", 1, k_text_align_left ); + } }