X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=main.c;h=119be9e0f5f62219e4f347a075ef3dd8a5d95e53;hb=bdac014448b6ec968fe645f1581f321144f07dba;hp=aef6dabf24c49d8e46008c94410a79ed1a449f5e;hpb=7758c7efec3956c68294bc914e7524045a2b1bd7;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/main.c b/main.c index aef6dab..119be9e 100644 --- a/main.c +++ b/main.c @@ -1,1339 +1,479 @@ +/* + * ============================================================================= + * + * Copyright . . . -----, ,----- ,---. .---. + * 2021-2022 |\ /| | / | | | | /| + * | \ / | +-- / +----- +---' | / | + * | \ / | | / | | \ | / | + * | \/ | | / | | \ | / | + * ' ' '--' [] '----- '----- ' ' '---' SOFTWARE + * + * ============================================================================= + * + * register: shader register & init scheduling + * init: initialization + * update: logic + * render: graphics + * free: resource free + * + */ + #define VG_3D -#define VG_FRAMEBUFFER_RESIZE 1 -#include "vg/vg.h" +//#define VG_STATIC static +#define VG_STATIC -/* 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_pallet = { .path = "textures/ch_gradient.qoi" }; -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 m4x3f *replay_buffer = NULL; -static int replay_buffer_frame = 0; - -#define REPLAY_LENGTH 120*60 - -/* Components */ -#include "road.h" -#include "scene.h" -#include "ik.h" -#include "terrain.h" -#include "character.h" -#include "ragdoll.h" -#include "rigidbody.h" -#include "render.h" -#include "gate.h" -#include "water.h" -#include "world.h" +//#define VG_MINIMAL_TEST +#ifndef VG_MINIMAL_TEST -#include "shaders/blit.h" -#include "shaders/standard.h" -#include "shaders/unlit.h" +#define SR_NETWORKED -void vg_register(void) -{ - shader_blit_register(); - shader_standard_register(); - shader_unlit_register(); - - terrain_register(); - character_register(); - water_register(); - gate_register(); -} +#include "common.h" +#include "steam.h" +#include "render.h" +#include "audio.h" +#include "world.h" +#include "player.h" +#include "network.h" +#include "menu.h" -vg_tex2d *texture_list[] = -{ - &tex_norwey, - &tex_gradients, - &tex_grid, - &tex_sky, - &tex_cement, - &tex_pallet, - &tex_water, - &tex_water_surf -}; +static int cl_ui = 1; int main( int argc, char *argv[] ) -{ - vg_init( argc, argv, "Voyager Game Engine" ); -} - -m4x3f world_matrix; - -static struct gplayer { - /* Physics */ - v3f co, v, a, v_last, m, bob; - 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; - - v3f handl_target, handr_target, - handl, handr; -} -player; - - -static struct grender -{ - GLuint fb_background, - rgb_background; - - glmesh fsquad; -} -render; - + vg_mem.use_libc_malloc = 1; #if 0 -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 }} -}; - -teleport_gate gate_a = { - .co = { 0.0f, -3.0f, -15.0f }, - .q = { 0.0f, 0.0f, 0.0f, 1.0f } -}, -gate_b = { - .co = { -8.0f, -3.0f, -17.0f }, - .q = { 0.0f, 0.0f, 0.0f, 1.0f } -}; -#endif + vg_prealloc_quota( 128*1024*1024 ); + void *test_allocator = vg_create_linear_allocator( NULL, 2048 ); -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[] ) -{ - v3_zero( player.co ); - - if( argc == 1 ) + for( int i=0; i<8; i++ ) { - if( !strcmp( argv[0], "tutorial" )) - v3_copy( world.tutorial, player.co ); - } + u64 *items = vg_linear_alloc( test_allocator, sizeof(u64) ); + items = vg_linear_extend( test_allocator, items, sizeof(u64)); + items[0] = 43; + items[1] = 12445; - 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; - - player_transform_update(); + vg_info( "%lu %lu\n", items[0], items[1] ); + } + + vg_linear_clear( test_allocator ); return 0; +#endif + + vg_prealloc_quota( 128*1024*1024 ); + vg_enter( argc, argv, "Voyager Game Engine" ); } -static int playermodel( int argc, char const *argv[] ) +VG_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(); } - -void vg_start(void) +VG_STATIC void vg_preload(void) { - replay_buffer = malloc( sizeof(m4x3f) * REPLAY_LENGTH * (PART_COUNT) ); - - vg_tex2d_init( texture_list, vg_list_size( texture_list ) ); - -#if 0 - rb_init( &mr_box ); - rb_init( &mrs_box ); - mrs_box.co[2] += 2.0f; -#endif - - vg_convar_push( (struct vg_convar){ - .name = "frame", - .data = &replay_buffer_frame, - .data_type = k_convar_dtype_i32, - .opt_i32 = { .min=0, .max=REPLAY_LENGTH-1, .clamp=1 }, - .persistent = 0 - }); vg_convar_push( (struct vg_convar){ - .name = "rec", - .data = &replay_record, - .data_type = k_convar_dtype_i32, - .opt_i32 = { .min=0, .max=1, .clamp=1 }, - .persistent = 0 - }); - - vg_convar_push( (struct vg_convar){ - .name = "freecam", - .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 = "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_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 - }); - - 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 }, - .persistent = 1 - }); - - vg_convar_push( (struct vg_convar){ - .name = "thirdperson", - .data = &thirdperson, + .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 = "div", - .data = &clock_divider, - .data_type = k_convar_dtype_i32, - .opt_i32 = { .min=0, .max=1, .clamp=0 }, - .persistent = 1 - }); - - vg_function_push( (struct vg_cmd){ - .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 ); - - world_init_default(); +vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" ); +vg_info(" 2021-2022 |\\ /| | / | | | | /| \n" ); +vg_info(" | \\ / | +-- / +----- +---' | / | \n" ); +vg_info(" | \\ / | | / | | \\ | / | \n" ); +vg_info(" | \\/ | | / | | \\ | / | \n" ); +vg_info(" ' ' '--' [] '----- '----- ' ' '---' " + "SOFTWARE\n" ); - reset_player( 1, (const char *[]){ "tutorial" } ); - player_transform_update(); + highscores_init( 2000, 50 ); + if( !highscores_read() ) + highscores_create_db(); - /* Create framebuffers */ - glGenFramebuffers( 1, &render.fb_background ); - glBindFramebuffer( GL_FRAMEBUFFER, render.fb_background ); + vg_loader_highwater( NULL, highscores_save_at_exit, NULL ); - 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); + //vg_sleep_ms(200); - 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); - - gate_init( create_renderbuffer_std ); - terrain_init(); - - { - 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 ); - 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(); - } + steam_init(); + vg_loader_highwater( NULL, steam_end, NULL ); + vg_loader_highwater( network_init, network_end, NULL ); } -static float ktimestep = 1.0f/60.0f; - -static void player_freecam(void) +VG_STATIC void vg_load(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 = 15.0f; - 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 ); + vg_loader_highwater( render_init, NULL, NULL ); + vg_loader_highwater( menu_init, NULL, NULL ); + vg_loader_highwater( world_init, NULL, NULL ); + vg_loader_highwater( player_init, NULL, NULL ); + + vg_bake_shaders(); + vg_loader_highwater( audio_init, audio_free, NULL ); + + /* 'systems' are completely loaded now */ + strcpy( world.world_name, "models/mp_test.mdl" ); + world_load(); + vg_console_load_autos(); } -static void apply_gravity( v3f vel, float const timestep ) +VG_STATIC void vg_start(void) { - v3f gravity = { 0.0f, -9.6f, 0.0f }; - v3_muladds( vel, gravity, timestep, vel ); + reset_player( 1, (const char *[]){ "start" } ); } -static void player_start_air(void) +VG_STATIC void draw_origin_axis(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 ); - v3_muladds( pco, pv, ktimestep, pco ); - - /* - * 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( ray_world( 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 ); + 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 int sample_if_resistant( v3f pos ) +VG_STATIC void vg_update( int loaded ) { - v3f ground; - v3_copy( pos, ground ); - ground[1] += 4.0f; - - ray_hit hit; - hit.dist = INFINITY; + steam_update(); - if( ray_world( ground, (v3f){0.0f,-1.0f,0.0f}, &hit )) + if( loaded ) { - v3f angle; - v3_copy( player.v, angle ); - v3_normalize( angle ); - float resistance = v3_dot( hit.normal, angle ); + draw_origin_axis(); + network_update(); - if( resistance < 0.25f ) - { - v3_copy( hit.pos, pos ); - return 1; - } + player_update_pre(); + world_update( player.phys.rb.co ); } - - return 0; } -static float stable_force( float current, float diff ) +VG_STATIC void vg_update_fixed( int loaded ) { - float new = current + diff; - - if( new * current < 0.0f ) - return 0.0f; - - return new; + if( loaded ) + { + player_update_fixed(); + } } -static void player_physics_ground(void) +VG_STATIC void vg_update_post( int loaded ) { - /* - * Getting surface collision points, - * the contact manifold is a triangle for simplicity. - */ - 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 ) + if( loaded ) { - player_start_air(); - return; + player_update_post(); + menu_update(); } +} - 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_STATIC void vg_framebuffer_resize( int w, int h ) +{ + render_fb_resize(); + water_fb_resize(); +} - vg_line( contact_norm, contact_front, 0xff00ff00 ); - vg_line( contact_back, contact_front, 0xff0000ff ); +VG_STATIC void render_main_game(void) +{ + m4x4f world_4x4; + m4x3_expand( camera_mtx_inverse, world_4x4 ); - /* Surface alignment */ - float angle = v3_dot( vup, norm ); - v3_cross( vup, norm, axis ); + static float fov = 97.0f; - if( angle < 0.999f ) - { - v4f correction; - q_axis_angle( correction, axis, acosf(angle) ); - q_mul( correction, player.rot, player.rot ); - } + float fov_target = 108.0f; + if( player.phys.on_board ) + fov_target = 125.0f; - 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 */ + if( cl_menu ) + fov_target = menu_fov_target; - float slip = 0.0f; + fov = vg_lerpf( fov, fov_target, vg.frame_delta * 2.0f ); - player.co[1] = (contact_front[1]+contact_back[1])*0.5f; + 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 ); - v3f vel; - m3x3_mulv( player.to_local, player.v, vel ); + m4x4_mul( vg.pv, world_4x4, vg.pv ); + glEnable( GL_DEPTH_TEST ); + + /* + * Draw world + */ - /* Calculate local forces */ + int draw_solid = player.is_dead | freecam; - if( fabsf(vel[2]) > 0.01f ) - slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]); + render_world( vg.pv, camera_mtx ); + if( draw_solid ) + draw_player( camera_mtx ); - if( fabsf( slip ) > 1.2f ) - slip = vg_signf( slip ) * 1.2f; - player.slip = slip; - player.reverse = -vg_signf(vel[2]); + render_water_texture( camera_mtx ); - float substep = ktimestep * 0.2f; - float fwd_resistance = (vg_get_button( "break" )? 5.0f: 0.02f) * -substep; + glBindFramebuffer( GL_FRAMEBUFFER, 0 ); + render_water_surface( vg.pv, camera_mtx ); + render_world_gates( vg.pv, player.phys.rb.co, camera_mtx ); - for( int i=0; i<5; i++ ) + if( cl_menu ) { - 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 ); + glClear( GL_DEPTH_BUFFER_BIT ); + menu_render( vg.pv ); } - static double start_push = 0.0; - if( vg_get_button_down( "push" ) ) - start_push = vg_time; + /* 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 ); + + /* Clear out the colour buffer, but keep depth */ + glBindFramebuffer( GL_FRAMEBUFFER, 0 ); + glClearColor( 0.0f, 0.0f, 0.0f, 0.0f ); - if( !vg_get_button("break") && vg_get_button( "push" ) ) + if( !player.is_dead ) + glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT ); + else + glClear( GL_COLOR_BUFFER_BIT ); + + if( !draw_solid ) { - 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; + m4x4_projection( vg.pv, gpipeline.fov, + (float)vg.window_x / (float)vg.window_y, + 0.05f, 60.0f ); + m4x4_mul( vg.pv, world_4x4, vg.pv ); + draw_player( camera_mtx ); } - - 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; + /* 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); - /* 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); -} + shader_blit_use(); + shader_blit_uTexMain( 0 ); + glActiveTexture(GL_TEXTURE0); + glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background ); -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 ); + render_fsquad(); } -static void player_physics_air(void) +VG_STATIC void vg_render(void) { - /* Debug prediciton */ - - m3x3_mulv( player.vr, player.v, player.v ); - for( int i=0; i 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; - } - } - - /* 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; + /* Other shite */ + glDisable(GL_BLEND); + glDisable( GL_DEPTH_TEST ); + vg_lines_drawall( (float *)vg.pv ); + glViewport( 0,0, vg.window_x, vg.window_y ); +} - for( int i=0; i<50; i++ ) +VG_STATIC void vg_ui(void) +{ +#if 0 + if( cl_menu ) { - 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( ray_world( pco1, vdir, &contact )) + ui_rect menu = + { + 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" ) ) { - 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; + glfwSetWindowShouldClose( vg.window, 1 ); } - time_to_impact += pstep; - } - - - player.iY -= vg_get_axis( "horizontal" ) * 3.6f * ktimestep; - { - - 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 ); } - 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) -{ - - if( vg_get_axis("grabl")>0.0f) - reset_player(0,NULL); - if( player.is_dead ) - return; - - static int clock = 0; - - /* temp */ - if( freecam ) + if( lightedit ) { - player_freecam(); - return; - } + ui_global_ctx.cursor[0] = 10; + ui_global_ctx.cursor[1] = 10; + ui_global_ctx.cursor[2] = 200; + ui_global_ctx.cursor[3] = 20; - clock ++; - if( clock >= clock_divider ) - clock = 0; - else - return; - float horizontal = vg_get_axis("horizontal"), - vertical = vg_get_axis("vertical"); + 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 }; - player.joy_l[0] = vg_signf(horizontal) * powf( horizontal, 2.0f ); - player.joy_l[1] = vg_signf(vertical) * powf( vertical, 2.0f ); + 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 }; - if( player.in_air ) - player_physics_air(); + for( int i=0; i<3; i++ ) + run_light_widget( &gpipeline.widgets[i] ); - if( !player.in_air ) - player_physics_ground(); - - /* Integrate velocity */ - v3f prevco; - v3_copy( player.co, prevco ); - 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 ); + gui_text( ui_global_ctx.cursor, "Ambient", 1, 0 ); + ui_global_ctx.cursor[1] += 16; + ui_slider_vector( &ui_global_ctx, &s5 ); - q_axis_angle( rotate, vup, siY ); - q_mul( rotate, player.rot, player.rot ); + 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 ); - player.iY = 0.0f; /* temp */ + 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 ); -#if 0 - /* GATE COLLISION */ - if( gate_intersect( &gate_a, player.co, prevco ) ) - { - teleport_gate *gate = &gate_a; - - m4x3f transport; - m4x3_mul( gate->other->to_world, gate->to_local, transport ); - m4x3_mulv( transport, player.co, player.co ); - m3x3_mulv( transport, player.v, player.v ); - m3x3_mulv( transport, player.v_last, player.v_last ); - m3x3_mulv( transport, player.m, player.m ); - m3x3_mulv( transport, player.bob, player.bob ); - - v4f transport_rotation; - m3x3_q( transport, transport_rotation ); - q_mul( transport_rotation, player.rot, player.rot ); + render_update_lighting_ub(); } #endif - - /* Camera and character */ - player_transform_update(); - player_animate(); - - 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; -} - -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 ); - - if( glfwGetKey( vg_window, GLFW_KEY_G ) ) + + //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE ); + if( cl_ui ) { - player.is_dead = 1; - m4x3_mulv( player.to_world, player.view, player.follow ); - character_ragdoll_copypose( &player.mdl, player.v ); + render_world_routes_ui(); } - - static int clock = 0; - - clock ++; - if( clock >= clock_divider ) - { - character_debug_ragdoll( &player.mdl ); - - if( player.is_dead ) - character_ragdoll_iter( &player.mdl ); - -#if 0 - 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 ); -#endif - - clock = 0; - } - + //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); + + audio_debug_soundscapes(); } -static void player_animate(void) +#if 0 +VG_STATIC void run_light_widget( struct light_widget *lw ) { - /* Camera position */ - v3_sub( player.v, player.v_last, player.a ); - v3_copy( player.v, player.v_last ); + struct ui_checkbox c1 = { .data=&lw->enabled }; - v3_add( player.m, player.a, player.m ); - v3_lerp( player.m, (v3f){0.0f,0.0f,0.0f}, 0.1f, player.m ); - v3f target; + ui_checkbox( &ui_global_ctx, &c1 ); - player.m[0] = vg_clampf( player.m[0], -2.0f, 2.0f ); - player.m[1] = vg_clampf( player.m[1], -0.2f, 5.0f ); - player.m[2] = vg_clampf( player.m[2], -2.0f, 2.0f ); - v3_copy( player.m, target ); - v3_lerp( player.bob, target, 0.2f, player.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, player.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 ) + if( lw->enabled ) { - v3_copy( head, player.view ); - v3f camoffs = {-0.2f,-0.6f,0.00f}; - v3_add( player.view, camoffs, player.view ); - } -#endif - - - /* - * Animation blending - * =========================================== - */ + 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 }; - 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 ); + ui_slider_vector( &ui_global_ctx, &colour ); + ui_global_ctx.cursor[1] += 4; + ui_slider_vector( &ui_global_ctx, &dir ); } +} +#endif - /* - * 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 ); +VG_STATIC void run_debug_info(void) +{ + char buf[40]; - 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] ); + snprintf( buf, 40, "%.2fm/s", v3_length( player.phys.rb.v ) ); + ui_text( (ui_px [2]){ 0, 0 }, buf, 1, k_text_align_left ); - 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 ); - + snprintf( buf, 40, "%.2f %.2f %.2f m/s", + player.phys.a[0], player.phys.a[1], player.phys.a[2] ); + ui_text( (ui_px [2]){ 0, 20 }, buf, 1, k_text_align_left ); - v3_copy( player.mdl.ik_arm_l.end, player.handl_target ); - v3_copy( player.mdl.ik_arm_r.end, player.handr_target ); + snprintf( buf, 40, "pos %.2f %.2f %.2f", + player.phys.rb.co[0], player.phys.rb.co[1], player.phys.rb.co[2] ); + ui_text( (ui_px [2]){ 0, 40 }, buf, 1, k_text_align_left ); - if( 1||player.in_air ) + if( vg.gamepad_ready ) { - 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 + for( int i=0; i<6; i++ ) { - //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 ); - } + snprintf( buf, 40, "%.2f", vg.gamepad.axes[i] ); + ui_text( (ui_px [2]){ 0, (i+3)*20 }, buf, 1, k_text_align_left ); } } + else + { + ui_text( (ui_px [2]){ 0, 60 }, + "Gamepad not ready", 1, k_text_align_left ); + } +} - v3_lerp( player.handl, player.handl_target, 0.1f, player.handl ); - v3_lerp( player.handr, player.handr_target, 0.1f, player.handr ); +#else - v3_copy( player.handl, player.mdl.ik_arm_l.end ); - v3_copy( player.handr, player.mdl.ik_arm_r.end ); +#define VG_TIMESTEP_FIXED (1.0/60.0) +#define VG_3D +#define VG_FRAMEBUFFER_RESIZE 1 +#include "vg/vg.h" - /* Head rotation */ +int main( int argc, char *argv[] ) +{ + vg_prealloc_quota( 512*1024*1024 ); + vg_enter( argc, argv, "Voyager Game Engine" ); +} - 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; +VG_STATIC void vg_preload(void) +{ +vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" ); +vg_info(" 2021-2022 |\\ /| | / | | | | /| \n" ); +vg_info(" | \\ / | +-- / +----- +---' | / | \n" ); +vg_info(" | \\ / | | / | | \\ | / | \n" ); +vg_info(" | \\/ | | / | | \\ | / | \n" ); +vg_info(" ' ' '--' [] '----- '----- ' ' '---' " + "SOFTWARE\n" ); } -static void draw_player(void) +VG_STATIC void vg_load(void) { - /* Draw */ - vg_tex2d_bind( &tex_pallet, 0 ); + vg_bake_shaders(); + vg_console_load_autos(); +} - m4x3_copy( player.to_world, player.mdl.mroot ); +VG_STATIC void vg_start(void) +{ +} - if( player.is_dead ) - character_mimic_ragdoll( &player.mdl ); - else - character_eval( &player.mdl ); +VG_STATIC void vg_update( int loaded ) +{ +} - character_draw( &player.mdl, (player.is_dead|player.in_air)? 0.0f: 1.0f ); +VG_STATIC void vg_update_fixed( int loaded ) +{ } -static void vg_framebuffer_resize( int w, int h ) +VG_STATIC void vg_update_post( int loaded ) { - glBindTexture( GL_TEXTURE_2D, render.rgb_background ); - glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, - GL_RGB, GL_UNSIGNED_BYTE, NULL ); +} - gate_fb_resize(); - water_fb_resize(); +VG_STATIC void vg_framebuffer_resize( int w, int h ) +{ } -void vg_render(void) +VG_STATIC 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 ); - - 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 ); - 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 ); - - gpipeline.fov = freecam? 60.0f: 120.0f; - m4x4_projection( vg_pv, gpipeline.fov, - (float)vg_window_x / (float)vg_window_y, - 0.025f, 1000.0f ); - - 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 ); - - glEnable( GL_DEPTH_TEST ); - - /* - * Draw world - */ - - m4x3f cam_transform; - m4x3_invert_affine( world_matrix, cam_transform ); - - render_world( vg_pv, cam_transform ); - render_water_texture( cam_transform ); - - glBindFramebuffer( GL_FRAMEBUFFER, 0 ); - render_water_surface( vg_pv ); - -#if 0 - vg_tex2d_bind( &tex_water, 1 ); - render_gate( &gate_a, cam_transform ); -#endif - - - /* Copy the RGB of what we have into the background buffer */ - glBindFramebuffer( GL_READ_FRAMEBUFFER, 0 ); - glBindFramebuffer( GL_DRAW_FRAMEBUFFER, render.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 ); - - /* Clear out the colour buffer, but keep depth */ - glBindFramebuffer( GL_FRAMEBUFFER, 0 ); - glClearColor( 0.0f, 0.0f, 0.0f, 0.0f ); - - if( !player.is_dead ) - glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT ); - else - glClear( GL_COLOR_BUFFER_BIT ); - - draw_player(); - /* Draw back in the background */ - glEnable(GL_BLEND); - glDisable(GL_DEPTH_TEST); - glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA); - glBlendEquation(GL_FUNC_ADD); + glClearColor( 0.11f, 0.35f, 0.37f, 1.0f ); + glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT ); - 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 ); - - glDisable(GL_BLEND); - /* Other shite */ + glDisable(GL_BLEND); glDisable( GL_DEPTH_TEST ); - vg_lines_drawall( (float *)vg_pv ); - - /* 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; - - m4x3_translate( world_matrix, debugcam ); - m4x3_expand( world_matrix, world_4x4 ); - - m4x4_projection( vg_pv, - 100.0f, - (float)128.0f / (float)128.0f, - 0.1f, 1000.0f ); - m4x4_mul( vg_pv, world_4x4, vg_pv ); - - if(sv_debugcam) - { - glEnable( GL_DEPTH_TEST ); - draw_player(); - } - - glDisable( GL_DEPTH_TEST ); - vg_lines_drawall( (float *)vg_pv ); - - glViewport( 0,0, vg_window_x, vg_window_y ); - -#if 0 - if( replay_record ) - { - m4x3f *base = &replay_buffer[(PART_COUNT)*replay_buffer_frame]; - - for( int i=0; i