X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=main.c;h=84de4100c203110e5c6da57f5c0512623196bc5b;hb=d8b8c566831e15ef061a66409e1219f44a82097a;hp=6b38fc5401b69366bb36a1872d3b81c7c4451b06;hpb=1656d58a7bd17df4a1edcc9677ade4dbafc82229;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/main.c b/main.c index 6b38fc5..84de410 100644 --- a/main.c +++ b/main.c @@ -1,3 +1,7 @@ +/* + * Copyright (C) Mount0 Software, Harry Godden - All Rights Reserved + */ + #include "common.h" /* Resources */ @@ -12,11 +16,13 @@ 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" @@ -35,14 +41,24 @@ 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(); } +static void init_other(void) +{ + render_init(); + gate_init(); + world_init(); + character_init(); + audio_init(); +} + vg_tex2d *texture_list[] = { &tex_norwey, @@ -59,17 +75,6 @@ int main( int argc, char *argv[] ) vg_init( argc, argv, "Voyager Game Engine" ); } -#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 }} -}; - -#endif - static int playermodel( int argc, char const *argv[] ) { if( argc < 1 ) return 0; @@ -100,6 +105,14 @@ 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, @@ -130,21 +143,23 @@ void vg_start(void) }); vg_tex2d_init( texture_list, vg_list_size( texture_list ) ); + + init_other(); - render_init(); - gate_init(); - terrain_init(); - character_init(); - - character_load( &player.mdl, "ch_default" ); + character_load( &player.mdl, "ch_mike" ); character_init_ragdoll( &player.mdl ); world_load(); - reset_player( 1, (const char *[]){ "tutorial" } ); + reset_player( 1, (const char *[]){ "start" } ); player_transform_update(); } +void vg_free(void) +{ + vg_tex2d_free( texture_list, vg_list_size(texture_list) ); +} + void vg_update(void) { player_update(); @@ -170,37 +185,13 @@ void vg_render(void) v3f shake = { vg_randf()-0.5f, vg_randf()-0.5f, vg_randf()-0.5f }; v3_muls( shake, speed*0.01f, shake ); - if( player.is_dead ) - { -#if 0 - 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 ); -#endif - } - else - { - } - m4x4f world_4x4; m4x3_expand( player.camera_inverse, world_4x4 ); - gpipeline.fov = freecam? 60.0f: 120.0f; /* 120 */ + gpipeline.fov = freecam? 60.0f: 135.0f; /* 120 */ m4x4_projection( vg_pv, gpipeline.fov, (float)vg_window_x / (float)vg_window_y, - 0.025f, 1000.0f ); + 0.1f, 2100.0f ); m4x4_mul( vg_pv, world_4x4, vg_pv ); @@ -218,7 +209,7 @@ void vg_render(void) render_water_texture( player.camera ); glBindFramebuffer( GL_FRAMEBUFFER, 0 ); - render_water_surface( vg_pv ); + render_water_surface( vg_pv, player.camera ); vg_tex2d_bind( &tex_water, 1 ); @@ -244,10 +235,21 @@ void vg_render(void) glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT ); else glClear( GL_COLOR_BUFFER_BIT ); - + + if( !player.is_dead ) + { + m4x4_projection( vg_pv, gpipeline.fov, + (float)vg_window_x / (float)vg_window_y, + 0.01f, 100.0f ); + m4x4_mul( vg_pv, world_4x4, vg_pv ); + } draw_player(); - /* Draw back in the background */ + /* 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); @@ -264,46 +266,32 @@ void vg_render(void) /* Other shite */ glDisable( GL_DEPTH_TEST ); vg_lines_drawall( (float *)vg_pv ); + glViewport( 0,0, vg_window_x, vg_window_y ); +} - /* Debugger camera */ -#if 0 - 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 ); +static void run_light_widget( struct light_widget *lw ) +{ + struct ui_checkbox c1 = { .data=&lw->enabled }; - if(sv_debugcam) + ui_checkbox( &ui_global_ctx, &c1 ); + + if( lw->enabled ) { - glEnable( GL_DEPTH_TEST ); - draw_player(); - } -#endif + 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 ); - vg_lines_drawall( (float *)vg_pv ); - - glViewport( 0,0, vg_window_x, vg_window_y ); + ui_slider_vector( &ui_global_ctx, &colour ); + ui_global_ctx.cursor[1] += 4; + ui_slider_vector( &ui_global_ctx, &dir ); + } } 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 ); @@ -328,6 +316,40 @@ void vg_ui(void) gui_text( (ui_px [2]){ 0, 60 }, "Gamepad not ready", 1, k_text_align_left ); } -} +#endif + + 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 ); -void vg_free(void){} + 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(); + } +}