X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=main.c;h=175f12efe879a4af4a8244c231bf57fd3f47117a;hb=89032d64e2867adb66e4598a0c66d3e853a22bb0;hp=4462c0ff8ea14eba22ece198f4495bd008713310;hpb=cb16ccb05a796178c879ea8d5091663d215a5217;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/main.c b/main.c index 4462c0f..175f12e 100644 --- a/main.c +++ b/main.c @@ -16,8 +16,18 @@ vg_tex2d tex_water = { .path = "textures/water.qoi" }; /* Convars */ static int debugview = 0; static int sv_debugcam = 0; +static int lightedit = 0; +static int sv_scene = 0; /* Components */ +#define SR_NETWORKED + +/* uncomment this to run the game without any graphics being drawn */ +//#define SR_NETWORK_TEST + +#include "steam.h" +#include "network.h" + #include "road.h" #include "scene.h" #include "ik.h" @@ -36,13 +46,16 @@ static int sv_debugcam = 0; #include "shaders/standard.h" #include "shaders/unlit.h" +#include "physics_test.h" + void vg_register(void) { shader_blit_register(); shader_standard_register(); + shader_vblend_register(); shader_unlit_register(); - terrain_register(); + world_register(); character_register(); water_register(); gate_register(); @@ -50,9 +63,10 @@ void vg_register(void) static void init_other(void) { + player_init(); render_init(); gate_init(); - terrain_init(); + world_init(); character_init(); audio_init(); } @@ -87,8 +101,10 @@ static int playermodel( int argc, char const *argv[] ) void vg_start(void) { + steam_init(); + vg_convar_push( (struct vg_convar){ - .name = "freecam", + .name = "fc", .data = &freecam, .data_type = k_convar_dtype_i32, .opt_i32 = { .min=0, .max=1, .clamp=1 }, @@ -103,6 +119,14 @@ void vg_start(void) .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 = "walk_speed", .data = &k_walkspeed, @@ -111,6 +135,14 @@ void vg_start(void) .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, @@ -136,23 +168,59 @@ void vg_start(void) init_other(); - character_load( &player.mdl, "ch_default" ); - character_init_ragdoll( &player.mdl ); + /* + * 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. + */ + + if( sv_scene == 0 ) + { + character_load( &player.mdl, "ch_default" ); + character_init_ragdoll( &player.mdl ); + + world_load(); - world_load(); + reset_player( 1, (const char *[]){ "start" } ); + rb_init( &player.rb ); - reset_player( 1, (const char *[]){ "tutorial" } ); - player_transform_update(); + network_init(); + } + else + { + physics_test_start(); + } } void vg_free(void) { + network_end(); vg_tex2d_free( texture_list, vg_list_size(texture_list) ); + /* TODO: THE REST OF THE GOD DAMN FREEING STUFF */ + steam_end(); } void vg_update(void) { - player_update(); + steam_update(); + + if( sv_scene == 0 ) + { + network_update(); + player_update(); + world_update(); + //traffic_visualize( world.traffic, world.traffic_count ); + // + /* TEMP */ + if( glfwGetKey( vg_window, GLFW_KEY_J )) + { + v3_copy( player.camera_pos, world.mr_ball.co ); + } + } + else if( sv_scene == 1 ) + { + physics_test_update(); + } } static void vg_framebuffer_resize( int w, int h ) @@ -162,16 +230,16 @@ static void vg_framebuffer_resize( int w, int h ) water_fb_resize(); } -void vg_render(void) +static void draw_origin_axis(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 ); + 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 ); +} - float speed = freecam? 0.0f: v3_length( player.v ); +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 ); @@ -181,33 +249,24 @@ void vg_render(void) gpipeline.fov = freecam? 60.0f: 135.0f; /* 120 */ m4x4_projection( vg_pv, gpipeline.fov, (float)vg_window_x / (float)vg_window_y, - 0.1f, 1500.0f ); + 0.02f, 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 ); - glEnable( GL_DEPTH_TEST ); /* * Draw world */ - + render_world( vg_pv, player.camera ); 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 }; + + 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 }; - snprintf( buf, 20, "%.2fm/s", v3_length( player.v ) ); + ui_slider_vector( &ui_global_ctx, &colour ); + ui_global_ctx.cursor[1] += 4; + ui_slider_vector( &ui_global_ctx, &dir ); + } +} + +static void run_debug_info(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, 20, "%.2f %.2f %.2f m/s", + 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, 20, "pos %.2f %.2f %.2f", - player.co[0], player.co[1], player.co[2] ); + 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 ) { for( int i=0; i<6; i++ ) { - snprintf( buf, 20, "%.2f", vg_gamepad.axes[i] ); + snprintf( buf, 40, "%.2f", vg_gamepad.axes[i] ); gui_text( (ui_px [2]){ 0, (i+3)*20 }, buf, 1, k_text_align_left ); } } @@ -281,3 +388,41 @@ void vg_ui(void) "Gamepad not ready", 1, k_text_align_left ); } } + +void vg_ui(void) +{ + 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; + + 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 }; + + 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 }; + + for( int i=0; i<3; i++ ) + run_light_widget( &gpipeline.widgets[i] ); + + gui_text( ui_global_ctx.cursor, "Ambient", 1, 0 ); + ui_global_ctx.cursor[1] += 16; + ui_slider_vector( &ui_global_ctx, &s5 ); + + 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 ); + + 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 ); + + render_update_lighting_ub(); + } +}