X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=main.c;h=9bfa794c51a1e0b1ad55668aa8ca29b1877fc366;hb=47941822dae18a018c985847b052e70214a3ccc6;hp=6c1714c76d9b50076e6e42c32431aa935c762bae;hpb=8dfd1063311df86f24fbad2e221ccc0734695e74;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/main.c b/main.c index 6c1714c..9bfa794 100644 --- a/main.c +++ b/main.c @@ -1,1372 +1,457 @@ -#define VG_3D -#define VG_FRAMEBUFFER_RESIZE 1 -#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_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 *texture_list[] = -{ - &tex_norwey, - &tex_gradients, - &tex_grid, - &tex_sky, - &tex_cement, - &tex_pallet -}; - -SHADER_DEFINE( shader_blit, - "layout (location=0) in vec2 a_co;" - "out vec2 aUv;" - "" - "void main()" - "{" - "gl_Position = vec4(a_co*2.0-1.0,0.0,1.0);" - "aUv = a_co;" - "}", - - /* Fragment */ - "out vec4 FragColor;" - "" - "uniform sampler2D uTexMain;" - "" - "in vec2 aUv;" - "" - "void main()" - "{" - "FragColor = texture( uTexMain, aUv );" - "}" - , - UNIFORMS({ "uTexMain" }) -) - -/* 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; - -/* Components */ -#include "road.h" -#include "scene.h" -#include "ik.h" -#include "character.h" - -int main( int argc, char *argv[] ) -{ - vg_init( argc, argv, "Voyager Game Engine" ); -} - -m4x3f world_matrix; - -static struct gplayer -{ - /* Physics */ - v3f co, v, a; - v4f rot; - float vswitch, slip, slip_last, - reverse; - - float iY; /* Yaw inertia */ - int in_air; - - /* Input */ - v2f joy_l; - - v3f view; - v2f look_dir; /* TEMP */ - v2f board_xy; - float grab; - float pitch; - - v3f land_target; - v3f land_target_log[12]; - int land_log_count; - m3x3f vr; - - m4x3f to_world, to_local; - - struct character mdl; +/* + * ============================================================================= + * + * Copyright . . . -----, ,----- ,---. .---. + * 2021-2022 |\ /| | / | | | | /| + * | \ / | +-- / +----- +---' | / | + * | \ / | | / | | \ | / | + * | \/ | | / | | \ | / | + * ' ' '--' [] '----- '----- ' ' '---' SOFTWARE + * + * ============================================================================= + * + * register: shader register & init scheduling + * init: initialization + * update: logic + * render: graphics + * free: resource free + * + */ - /* Opengl */ -#if 0 - glmesh mesh; - submodel legl, - legu, - board, - torso, - wheels, - foot, - - /* NEW MODEL */ - leg_r0, leg_r1, foot_r, - leg_l0, leg_l1, foot_l, - arm_r0, arm_r1, hand_r, - arm_l0, arm_l1, hand_l, - body, head; - - /* Rendering */ - m4x3f mleg_l, mknee_l, mleg_r, mknee_r, mboard; - m4x3f marm_l, melbow_l, marm_r, melbow_r, mbutt, - mfoot_l, mfoot_r; -#endif - - v3f handl_target, handr_target, - handl, handr; -} -player; - -static struct gworld -{ - glmesh skydome; - glmesh cement; - - scene foliage, /* Tree shader */ - geo, /* Std shader, collisions */ - detail; /* Std shader, no collisions */ +#define VG_3D +#define VG_STATIC static - submodel terrain, - terrain_rocks, - terrain_road; -} -world; +//#define VG_MINIMAL_TEST +#ifndef VG_MINIMAL_TEST -static struct grender -{ - GLuint fb_background, - rgb_background; +#define SR_NETWORKED - glmesh fsquad; -} -render; +#include "common.h" +#include "steam.h" +#include "render.h" +#include "audio.h" +#include "world.h" +#include "player.h" +#include "network.h" +#include "menu.h" -static void player_transform_update(void) -{ - q_m3x3( player.rot, player.to_world ); - v3_copy( player.co, player.to_world[3] ); +static int cl_ui = 1; - m4x3_invert_affine( player.to_world, player.to_local ); -} - -static int reset_player( int argc, char const *argv[] ) +int main( int argc, char *argv[] ) { - v3_zero( player.co ); - 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_transform_update(); - return 0; + vg_prealloc_quota( 128*1024*1024 ); + vg_enter( argc, argv, "Voyager Game Engine" ); } -void vg_register(void) +VG_STATIC void highscores_save_at_exit(void*_) { - scene_register(); - character_shader_register(); - SHADER_INIT( shader_blit ); + highscores_serialize_all(); } -void vg_start(void) +VG_STATIC void vg_preload(void) { - vg_tex2d_init( texture_list, vg_list_size( texture_list ) ); - 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 = "debugcam", - .data = &sv_debugcam, - .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 = "debugview", - .data = &debugview, - .data_type = k_convar_dtype_i32, - .opt_i32 = { .min=0, .max=1, .clamp=0 }, - .persistent = 1 - }); + highscores_init( 2000, 50 ); + if( !highscores_read() ) + highscores_create_db(); - 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_loader_highwater( NULL, highscores_save_at_exit, NULL ); - 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_sleep_ms(200); - vg_convar_push( (struct vg_convar){ - .name = "thirdperson", - .data = &thirdperson, - .data_type = k_convar_dtype_i32, - .opt_i32 = { .min=0, .max=1, .clamp=1 }, - .persistent = 1 - }); + steam_init(); + vg_loader_highwater( NULL, steam_end, NULL ); + vg_loader_highwater( network_init, network_end, NULL ); +} - 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_STATIC void vg_load(void) +{ + 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_function_push( (struct vg_cmd){ - .name = "reset", - .function = reset_player - }); - - v3f lightDir = { 0.1f, 0.8f, 0.2f }; - v3_normalize( lightDir ); + vg_bake_shaders(); + vg_loader_highwater( audio_init, audio_free, NULL ); - character_load( &player.mdl, "ch_default" ); - - /* temp */ - model *cement_model = vg_asset_read("models/cement_r1.mdl" ); - model_unpack( cement_model, &world.cement ); - free( cement_model ); - - /* Setup scene */ - scene_init( &world.geo ); - scene_init( &world.detail ); - scene_init( &world.foliage ); - - model *mworld = vg_asset_read( "models/free_dev.mdl" ); - model *mtest = vg_asset_read( "models/test.mdl" ); + /* 'systems' are completely loaded now */ + world_load( "models/mp_dev.mdl" ); + vg_console_load_autos(); +} - model *msky = vg_asset_read( "models/skydome.mdl" ); - model_unpack( msky, &world.skydome ); - free( msky ); - - scene_add_model( &world.geo, mworld, submodel_get( mworld, "terrain" ), - (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f ); - scene_copy_slice( &world.geo, &world.terrain ); +VG_STATIC void vg_start(void) +{ + reset_player( 1, (const char *[]){ "start" } ); +} - scene_add_model( &world.geo, mworld, submodel_get( mworld, "terrain_rocks" ), - (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f ); - scene_copy_slice( &world.geo, &world.terrain_rocks ); - - submodel *ptree = submodel_get( mtest, "tree" ), - *pt_groundcover[] = - { - submodel_get( mtest, "bush" ), - submodel_get( mtest, "bush" ), - submodel_get( mtest, "blubber" ), - }; - - /* Sprinkle some trees in the terrain areas */ - v3f range; - v3_sub( world.geo.bbx[1], world.geo.bbx[0], range ); - -#ifdef VG_RELEASE - int const ktree_count = 8000, - kfoliage_count = 200000; -#else - int const ktree_count = 200, - kfoliage_count = 0; -#endif +VG_STATIC void draw_origin_axis(void) +{ + 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 ); +} - for( int i=0; i 0.9f ) - { - scene_add_model( &world.foliage, mtest, ptree, - pos, vg_randf() * VG_TAUf, vg_randf() * 0.5f + 0.5f ); - } - } - } +VG_STATIC void vg_update( int loaded ) +{ + steam_update(); - for( int i=0; i 0.7f ) - { - scene_add_model( &world.foliage, mtest, - pt_groundcover[rand()%vg_list_size(pt_groundcover)], - pos, vg_randf() * VG_TAUf, vg_randf() * 0.5f + 0.5f ); - } - } + player_update_pre(); + world_update( player.phys.rb.co ); } +} - scene_add_model( &world.geo, mworld, submodel_get( mworld, "road" ), - (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f ); - scene_copy_slice( &world.geo, &world.terrain_road ); - - scene_add_model( &world.detail, mworld, submodel_get( mworld, "art" ), - (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f ); - - free( mtest ); - free( mworld ); - - scene_compute_occlusion( &world.foliage ); - - scene_upload( &world.foliage ); - scene_upload( &world.geo ); - scene_upload( &world.detail ); - - reset_player( 0, NULL ); - player_transform_update(); - - /* Create framebuffers */ - glGenFramebuffers( 1, &render.fb_background ); - glBindFramebuffer( GL_FRAMEBUFFER, render.fb_background ); - - 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); - - 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); - +VG_STATIC void vg_update_fixed( int loaded ) +{ + if( loaded ) { - 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 ); - glGenBuffers( 1, &render.fsquad.ebo ); - 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(); + player_update_fixed(); } } -static float ktimestep = 1.0f/60.0f; - -static void player_freecam(void) +VG_STATIC void vg_update_post( int loaded ) { - 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 = 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" ) ) + if( loaded ) { - v2f delta; - v2_sub( vg_mouse, mouse_last, delta ); - v2_copy( vg_mouse, mouse_last ); - - v2_muladds( view_vel, delta, 0.005f, view_vel ); + player_update_post(); + menu_update(); } - - 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 ); - } -static void apply_gravity( v3f vel, float const timestep ) +VG_STATIC void vg_framebuffer_resize( int w, int h ) { - v3f gravity = { 0.0f, -9.6f, 0.0f }; - v3_muladds( vel, gravity, timestep, vel ); + render_fb_resize(); + water_fb_resize(); } -static void player_start_air(void) +VG_STATIC void render_main_game(void) { - player.in_air = 1; - - float pstep = ktimestep*10.0f; - - float best_velocity_mod = 0.0f, - best_velocity_delta = -9999.9f; - - v3f targetn; - - 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 ); + m4x4f world_4x4; + m4x3_expand( camera_mtx_inverse, world_4x4 ); - for( int m=0;m<=5; m++ ) - { - float vmod = ((float)m / 5.0f)*0.09f; + static float fov = 97.0f; - v3f pco, pco1, pv; - v3_copy( player.co, pco ); - v3_copy( player.v, pv ); + float fov_target = 108.0f; + if( player.phys.on_board ) + fov_target = 125.0f; - /* - * Try different 'rotations' of the velocity to find the best possible - * landing normal. This conserves magnitude at the expense of slightly - * unrealistic results - */ + if( cl_menu ) + fov_target = menu_fov_target; - m3x3f vr; - v4f vr_q; + fov = vg_lerpf( fov, fov_target, vg.frame_delta * 2.0f ); - q_axis_angle( vr_q, axis, vmod ); - q_m3x3( vr_q, vr ); + 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 ); - 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 ); - - vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff ); - - v3f sh; - v3_copy( pco, sh ); - int hit = sample_scene_height( &world.geo, sh, targetn ); - - if( sh[1] >= pco[1] && hit ) - { - float land_delta = v3_dot( pv, targetn ); - - if( (land_delta < 0.0f) && (land_delta > best_velocity_delta) ) - { - best_velocity_delta = land_delta; - best_velocity_mod = vmod; - - v3_copy( sh, player.land_target ); - - q_axis_angle( vr_q, axis, vmod*0.1f ); - q_m3x3( vr_q, player.vr ); - } - v3_copy( sh, player.land_target_log[player.land_log_count ++] ); - break; - } - } - } - - //v3_rotate( player.v, best_velocity_mod, axis, player.v ); + m4x4_mul( vg.pv, world_4x4, vg.pv ); + glEnable( GL_DEPTH_TEST ); - return; - v3_muls( player.v, best_velocity_mod, player.v ); -} - -static int sample_if_resistant( v3f pos ) -{ - v3f ground, norm; - v3_copy( pos, ground ); - - if( sample_scene_height( &world.geo, ground, norm ) ) - { - v3f angle; - v3_copy( player.v, angle ); - v3_normalize( angle ); - float resistance = v3_dot( norm, angle ); - - if( resistance < 0.25f ) - { - v3_copy( ground, pos ); - return 1; - } - } - - return 0; -} - -static void player_physics_ground(void) -{ /* - * Getting surface collision points, - * the contact manifold is a triangle for simplicity. + * Draw world */ - v3f contact_front, contact_back, fwd, fwd1, contact_norm, vup, vside, - axis; - - float klength = 0.65f; - m3x3_mulv( player.to_world, (v3f){ 0.0f, 0.0f,-1.0f}, fwd ); - 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 ) - { - player_start_air(); - return; - } - 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 ); + int draw_solid = player.is_dead | freecam; + + render_world( vg.pv, camera_mtx ); + if( draw_solid ) + draw_player( camera_mtx ); - vg_line( contact_norm, contact_front, 0xff00ff00 ); - vg_line( contact_back, contact_front, 0xff0000ff ); + render_water_texture( camera_mtx ); - /* Surface alignment */ - float angle = v3_dot( vup, norm ); - v3_cross( vup, norm, axis ); + glBindFramebuffer( GL_FRAMEBUFFER, 0 ); + render_water_surface( vg.pv, camera_mtx ); + render_world_gates( vg.pv, player.phys.rb.co, camera_mtx ); - if( angle < 0.999f ) + if( cl_menu ) { - v4f correction; - q_axis_angle( correction, axis, acosf(angle) ); - q_mul( correction, player.rot, player.rot ); + glClear( GL_DEPTH_BUFFER_BIT ); + menu_render( vg.pv ); } + + /* 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 ); - float resistance = v3_dot( norm, player.v ); - - if( resistance >= 0.0f ) - { - player_start_air(); - return; - } + if( !player.is_dead ) + glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT ); else - { - v3_muladds( player.v, norm, -resistance, player.v ); - } + glClear( GL_COLOR_BUFFER_BIT ); - /* This is where velocity integration used to be */ - - float slip = 0.0f; - - player.co[1] = (contact_front[1]+contact_back[1])*0.5f; - - v3f vel; - m3x3_mulv( player.to_local, player.v, vel ); - - /* Calculate local forces */ - - slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]); - if( fabsf( slip ) > 1.2f ) - slip = vg_signf( slip ) * 1.2f; - player.slip = slip; - player.reverse = -vg_signf(vel[2]); - - float substep = ktimestep * 0.2f; - for( int i=0; i<5; i++ ) + if( !draw_solid ) { - if( fabsf(vel[2]) >= 0.02f*substep ) - vel[2] += vg_signf( vel[2] ) * -0.02f * substep; - if( fabsf(vel[0]) >= 7.0f*substep ) - vel[0] += vg_signf( vel[0] ) * -7.0f * substep; + 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; + /* 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); - float steer = vg_get_axis( "horizontal" ); - player.iY -= vg_signf(steer)*powf(steer,2.0f) * 1.5f * ktimestep; -} + 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] ) + ui_rect menu = { - player.in_air = 0; - return; + 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" ) ) + { + glfwSetWindowShouldClose( vg.window, 1 ); } } - /* 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 ); - - v3f targetn; - for( int i=0; i<50; i++ ) + if( lightedit ) { - v3_copy( pco, pco1 ); - apply_gravity( pv, pstep ); - v3_muladds( pco, pv, pstep, pco ); + ui_global_ctx.cursor[0] = 10; + ui_global_ctx.cursor[1] = 10; + ui_global_ctx.cursor[2] = 200; + ui_global_ctx.cursor[3] = 20; - vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff ); - - v3f sh; - v3_copy( pco, sh ); - int hit = sample_scene_height( &world.geo, sh, targetn ); + 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 }; - if( sh[1] >= pco[1] && hit ) - { - v3f localup; - m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, localup ); - - float angle = v3_dot( localup, targetn ); - v3f axis; - v3_cross( localup, targetn, axis ); - - if( angle < 0.99f ) - { - v4f correction; - q_axis_angle( correction, axis, acosf(angle)*0.05f ); - q_mul( correction, player.rot, player.rot ); - } - - draw_cross( sh, 0xffff0000 ); - - break; - } - } + 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 }; - player.iY -= vg_get_axis( "horizontal" ) * 3.6f * ktimestep; -} + for( int i=0; i<3; i++ ) + run_light_widget( &gpipeline.widgets[i] ); -static void player_animate(void); -static void player_update(void) -{ - static int clock = 0; + gui_text( ui_global_ctx.cursor, "Ambient", 1, 0 ); + ui_global_ctx.cursor[1] += 16; + ui_slider_vector( &ui_global_ctx, &s5 ); - clock ++; - if( clock >= clock_divider ) - clock = 0; - else - return; + 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 ); - /* temp */ - if( freecam ) - { - player_freecam(); - return; - } - - if( vg_get_axis("grabl")>0.0f) - reset_player(0,NULL); - if( vg_get_button( "push" ) ) - { - v3f dir = { 0.0f, 0.0f, -1.0f }; + 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 ); - m3x3_mulv( player.to_world, dir, dir ); - v3_muladds( player.v, dir, 5.0f * ktimestep, player.v ); + render_update_lighting_ub(); } - - float horizontal = vg_get_axis("horizontal"), - vertical = vg_get_axis("vertical"); - - player.joy_l[0] = vg_signf(horizontal) * powf( horizontal, 2.0f ); - player.joy_l[1] = vg_signf(vertical) * powf( vertical, 2.0f ); - - /* Integrate velocity */ - if( sv_phys ) +#endif + + //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE ); + if( cl_ui ) { - apply_gravity( player.v, ktimestep ); - v3_muladds( player.co, player.v, ktimestep, player.co ); + render_world_routes_ui(); } - - /* 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 ); - - q_axis_angle( rotate, vup, siY ); - q_mul( rotate, player.rot, player.rot ); - - 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; - - player.iY = 0.0f; /* temp */ - - if( player.in_air ) - player_physics_air(); - - if( !player.in_air ) - player_physics_ground(); + //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); - /* Camera and character */ - - player_transform_update(); - q_normalize(player.rot); - player_animate(); + audio_debug_soundscapes(); } -void vg_update(void) +#if 0 +VG_STATIC void run_light_widget( struct light_widget *lw ) { - player_update(); - - /* Creating a skeleton of the player dynamically */ - - - #if 0 - player.handl_target[0] = head[0] + 0.2f; - player.handl_target[1] = head[1] - 0.8f*(1.0f-fabsf(slip)); - player.handl_target[2] = head[2] + 0.2f + 0.7f*fabsf(slip); - - player.handr_target[0] = head[0] + 0.2f; - player.handr_target[1] = head[1] - 0.8f*(1.0f-fabsf(slip)); - player.handr_target[2] = head[2] - (0.2f + 0.7f*fabsf(slip)); + struct ui_checkbox c1 = { .data=&lw->enabled }; - if( vg_maxf(lslip,grab) > 0.5f ) + ui_checkbox( &ui_global_ctx, &c1 ); + + if( lw->enabled ) { - if( player.slip < 0.0f && player.in_air ) - { - player.handl_target[0] = 0.15f; - player.handl_target[1] = 0.1f; - player.handl_target[2] = 0.4f; - } - else - { - player.handr_target[0] = 0.15f; - player.handr_target[1] = 0.1f; - player.handr_target[2] = -0.4f; - } + 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 }; - if( grab > 0.5f ) - { - player.handr_target[0] = -0.15f; - player.handr_target[1] = 0.1f; - player.handr_target[2] = 0.4f; - } + ui_slider_vector( &ui_global_ctx, &colour ); + ui_global_ctx.cursor[1] += 4; + ui_slider_vector( &ui_global_ctx, &dir ); } - - #endif } +#endif -static void player_animate(void) +VG_STATIC void run_debug_info(void) { - /* Camera position */ - static v3f last_vel = { 0.0f, 0.0f, 0.0f }; - static v3f momentum, bob; - - v3_sub( player.v, last_vel, player.a ); - v3_copy( player.v, last_vel ); - - v3_add( momentum, player.a, momentum ); - v3_lerp( momentum, (v3f){0.0f,0.0f,0.0f}, 0.1f, momentum ); - v3f target; - - momentum[0] = vg_clampf( momentum[0], -2.0f, 2.0f ); - momentum[1] = vg_clampf( momentum[1], -0.2f, 5.0f ); - momentum[2] = vg_clampf( momentum[2], -2.0f, 2.0f ); - v3_copy( momentum, target ); - v3_lerp( bob, target, 0.2f, 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, 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 ); - - v3_copy( head, player.view ); - v3f camoffs = {-0.2f,-0.6f,0.00f}; - v3_add( player.view, camoffs, player.view ); - - - /* - * Animation blending - * =========================================== - */ - - 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_pose_with_tilt( &player.mdl, offset, - &character_pose_stand, amt_stand ); - - character_pose_with_tilt( &player.mdl, offset, - &character_pose_aero, amt_aero * fdirz ); - character_pose_with_tilt( &player.mdl, offset, - &character_pose_aero_reverse, amt_aero * (1.0f-fdirz) ); - - character_pose_with_tilt( &player.mdl, offset, - &character_pose_slide, amt_slide*fdirx ); - character_pose_with_tilt( &player.mdl, offset, - &character_pose_slide1, amt_slide*(1.0f-fdirx) ); - - character_pose_with_tilt( &player.mdl, (v3f){0.0f,0.0f,0.0f}, - &character_pose_fly, amt_air ); - - - - 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 ); - - - /* - * 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; + char buf[40]; - /* TODO: Move this out of animate into update */ - v2_lerp( player.board_xy, (v2f){ vg_get_axis("h1"), vg_get_axis("v1") }, - ktimestep*3.0f, player.board_xy ); - - 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 ); + snprintf( buf, 40, "%.2fm/s", v3_length( player.phys.rb.v ) ); + ui_text( (ui_px [2]){ 0, 0 }, buf, 1, k_text_align_left ); - 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] ); + 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 ); + 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 ); - float wheel_r = offset[0]*-0.4f; - v4f qwheel; - q_axis_angle( qwheel, (v3f){0.0f,1.0f,0.0f}, wheel_r ); - - 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] ); - - 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 ); - - - v3_copy( player.mdl.ik_arm_l.end, player.handl_target ); - v3_copy( player.mdl.ik_arm_r.end, player.handr_target ); - - 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 - { - //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 ); - } - } - } - - v3_lerp( player.handl, player.handl_target, 0.1f, player.handl ); - v3_lerp( player.handr, player.handr_target, 0.1f, player.handr ); - - v3_copy( player.handl, player.mdl.ik_arm_l.end ); - v3_copy( player.handr, player.mdl.ik_arm_r.end ); - - /* Head rotation */ - - 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; - - -#if 0 - return; - - /* In the air, the dude should grab with the side thats highest, - * while also sliding the same foot downwards a bit */ - - float foot_l = 0.3f, - foot_r = -0.4f; - - player.handl_target[0] = 0.0f; - player.handl_target[1] = 0.0f; - player.handl_target[2] = 0.6f; - - player.handr_target[0] = 0.0f; - player.handr_target[1] = 0.0f; - player.handr_target[2] = -0.6f; - - if( 1||player.in_air ) - { - float tuck = player.board_xy[1], - tuck_amt = fabsf( tuck ) * (1.0f-fabsf(player.board_xy[0])); - - 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 ); } +} - v3f fwd; - - /* offset */ - float *hips = player.mdl.ik_body.base, - *collar = player.mdl.ik_body.end, - *pole = player.mdl.ik_body.pole; - - v3_add( hips, collar, pole ); - v3_muls( pole, 0.5f, pole ); - v3_add( pole, (v3f){ 1.0f, 0.0f, 0.0f }, pole ); - - v3_copy( player.view, collar ); - v3_add( (v3f){ 0.2f,-0.55f,0.0f}, collar, hips ); - - player.mdl.rhip = 0.0f;//-1.0f;//sinf(vg_time); - player.mdl.rcollar = 0.0f;//-0.5f;//sinf(vg_time)*0.5f; +#else - struct ik_basic *ik_leg_l = &player.mdl.ik_leg_l, - *ik_leg_r = &player.mdl.ik_leg_r, - *ik_arm_l = &player.mdl.ik_arm_l, - *ik_arm_r = &player.mdl.ik_arm_r; +#define VG_TIMESTEP_FIXED (1.0/60.0) +#define VG_3D +#define VG_FRAMEBUFFER_RESIZE 1 +#include "vg/vg.h" - m4x3_mulv( mboard, (v3f){ 0.0f,0.16f, foot_r }, ik_leg_r->end ); - m4x3_mulv( mboard, (v3f){ 0.0f,0.16f, foot_l }, ik_leg_l->end ); +int main( int argc, char *argv[] ) +{ + vg_prealloc_quota( 512*1024*1024 ); + vg_enter( argc, argv, "Voyager Game Engine" ); +} - m4x3f tomp; - m4x3_identity(tomp); - m4x3_mulv( tomp, (v3f){ -0.4f,0.50f,-0.50f }, ik_leg_r->pole ); - m4x3_mulv( tomp, (v3f){ -0.4f,0.50f,-0.3f }, ik_leg_l->pole ); +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" ); +} - /* Arms */ - v3f hl, hr, neckl = {0.0f, 0.5f, 0.2f}, - neckr = {0.0f, 0.5f,-0.2f}; - - v3_lerp( player.handl, player.handl_target, 0.1f, player.handl ); - v3_lerp( player.handr, player.handr_target, 0.1f, player.handr ); +VG_STATIC void vg_load(void) +{ + vg_bake_shaders(); + vg_console_load_autos(); +} - v3_copy( player.handl, ik_arm_l->end ); - v3_copy( player.handr, ik_arm_r->end ); - v3_copy( (v3f){ 0.6f,0.7f, 0.4f }, ik_arm_l->pole ); - v3_copy( (v3f){ 0.6f,0.7f,-0.35f }, ik_arm_r->pole ); - - if( thirdperson ) - { - v3f nv; - v3_copy( player.v, nv ); - v3_normalize( nv ); - v3_muladds( player.view, nv, -3.0f, player.view ); - } +VG_STATIC void vg_start(void) +{ +} - m4x3_copy( mboard, player.mdl.matrices[k_chpart_wheels] ); -#endif +VG_STATIC void vg_update( int loaded ) +{ } -static void draw_player(void) +VG_STATIC void vg_update_fixed( int loaded ) { - /* Draw */ - vg_tex2d_bind( &tex_pallet, 0 ); +} - m4x3_copy( player.to_world, player.mdl.mroot ); - character_eval( &player.mdl ); - character_draw( &player.mdl ); +VG_STATIC void vg_update_post( int loaded ) +{ } -static void vg_framebuffer_resize( int w, int h ) +VG_STATIC void vg_framebuffer_resize( int w, int h ) { - glBindTexture( GL_TEXTURE_2D, render.rgb_background ); - glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, - GL_RGB, GL_UNSIGNED_BYTE, NULL ); } -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( 0.1f, 0.0f, 0.2f, 1.0f ); - glClearColor(141.0f/255.0f, 176.0f/255.0f, 215.0f/255.0f,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 ); - - m4x3_mulv( player.to_world, cam_lerped, 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 = 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 ); - m4x3_identity( world_matrix ); - m4x3_rotate_x( world_matrix, - freecam? - player.look_dir[1]: - 0.6f+shake[1]*0.04f+player.look_dir[1] ); - - m4x3_rotate_y( world_matrix, player.look_dir[0]+shake[0]*0.02f ); - m4x3_translate( world_matrix, final ); - - m4x4f world_4x4; - m4x3_expand( world_matrix, world_4x4 ); - m4x4_projection( vg_pv, - freecam? 90.0f: 120.0f, - (float)vg_window_x / (float)vg_window_y, - 0.01f, 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 ); - - scene_foliage_shader_use(); - m4x3f temp1; - m4x3_identity( temp1 ); - glUniformMatrix4x3fv( SHADER_UNIFORM( shader_debug_vcol, "uMdl" ), - 1, GL_FALSE, (float *)temp1 ); - - vg_tex2d_bind( &tex_norwey, 0 ); - scene_tree_sway = 0.1f; - - scene_bind( &world.foliage ); - scene_draw( &world.foliage ); - if( debugsdf ) - scene_debugsdf( &world.foliage ); - - SHADER_USE(shader_unlit); - m4x3f temp2; - m4x3_identity(temp2); - m4x3_translate( temp2, player.co ); - glUniformMatrix4x3fv( SHADER_UNIFORM( shader_unlit, "uMdl" ), - 1, GL_FALSE, (float *)temp2 ); - glUniformMatrix4fv( SHADER_UNIFORM( shader_unlit, "uPv" ), - 1, GL_FALSE, (float *)vg_pv ); - - glUniform1i( SHADER_UNIFORM( shader_unlit, "uTexMain" ), 0 ); - vg_tex2d_bind( &tex_sky, 0 ); - - mesh_bind( &world.skydome ); - mesh_draw( &world.skydome ); - -#if 0 - vg_tex2d_bind( &tex_cement, 0 ); - mesh_bind( &world.cement ); - mesh_draw( &world.cement ); -#endif - - SHADER_USE(shader_standard_lit); - - glUniformMatrix4fv( SHADER_UNIFORM( shader_standard_lit, "uPv" ), - 1, GL_FALSE, (float *)vg_pv ); - glUniform1i( SHADER_UNIFORM( shader_standard_lit, "uTexMain" ), 0 ); - glUniformMatrix4x3fv( SHADER_UNIFORM( shader_standard_lit, "uMdl" ), - 1, GL_FALSE, (float *)temp1 ); - - vg_tex2d_bind( &tex_grid, 0 ); - - scene_bind( &world.geo ); -#if 1 - glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), - 0.2f,0.36f,0.25f,1.0f ); - submodel_draw( &world.terrain ); - - glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), - 0.2f,0.2f,0.21f,1.0f ); - submodel_draw( &world.terrain_rocks ); - glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), - 0.4f,0.4f,0.4f,1.0f ); - submodel_draw( &world.terrain_road ); -#endif - - scene_bind( &world.detail ); - scene_draw( &world.detail ); - - - - /* 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 ); + glClearColor( 0.11f, 0.35f, 0.37f, 1.0f ); + glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT ); - /* Clear out the colour buffer, but keep depth */ - glBindFramebuffer( GL_FRAMEBUFFER, 0 ); - glClearColor( 0.0f, 0.0f, 0.0f, 0.0f ); - -#if 0 - glClear( GL_COLOR_BUFFER_BIT ); -#else - glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT ); -#endif - - 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); - - SHADER_USE( shader_blit ); - - glUniform1i( SHADER_UNIFORM(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, - 0.01f, 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 ); + vg_lines_drawall( (float *)vg.pv ); + glViewport( 0,0, vg.window_x, vg.window_y ); } -void vg_ui(void) +VG_STATIC void vg_ui(void) { - char buf[20]; - - 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 ); - - 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 ); - } - } - else - { - gui_text( (ui_px [2]){ 0, 40 }, - "Gamepad not ready", 1, k_text_align_left ); - } } -void vg_free(void){} +#endif