X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=main.c;h=9bfa794c51a1e0b1ad55668aa8ca29b1877fc366;hb=47941822dae18a018c985847b052e70214a3ccc6;hp=e34ca5fff6b823dd7ec08f2cf7b3b81ccf066e7c;hpb=04a309d5d25508cc47e796e84fad6703b21fe15a;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/main.c b/main.c index e34ca5f..9bfa794 100644 --- a/main.c +++ b/main.c @@ -1,563 +1,457 @@ -#define VG_3D -#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_road = { .path = "textures/road.qoi" }; -vg_tex2d tex_gradients = { .path = "textures/gradients.qoi", - .flags = VG_TEXTURE_CLAMP }; -vg_tex2d *texture_list[] = -{ - &tex_norwey, - &tex_gradients, - &tex_grid, - &tex_road -}; - -/* Convars */ -static int freecam = 0; -static int debugview = 0; -static int debugsdf = 0; -static int debugroad = 0; - -/* Components */ -#include "road.h" -#include "scene.h" - -int main( int argc, char *argv[] ) -{ - vg_init( argc, argv, "Voyager Game Engine" ); -} - -m4x3f world_matrix; - -#if 0 -v3f player.co; -v3f player.view; /* Relative to pos */ -v3f player.v = { 0.0f, 0.0f, -0.2f }; -float player_yaw; -v2f player.look_dir; -v3f player.a; -#endif +/* + * ============================================================================= + * + * Copyright . . . -----, ,----- ,---. .---. + * 2021-2022 |\ /| | / | | | | /| + * | \ / | +-- / +----- +---' | / | + * | \ / | | / | | \ | / | + * | \/ | | / | | \ | / | + * ' ' '--' [] '----- '----- ' ' '---' SOFTWARE + * + * ============================================================================= + * + * register: shader register & init scheduling + * init: initialization + * update: logic + * render: graphics + * free: resource free + * + */ -static struct gplayer -{ - v3f co, v, a; - v4f rot; - - v3f view; - v2f look_dir; /* TEMP */ +#define VG_3D +#define VG_STATIC static - m4x3f to_world, to_local; -} -player; +//#define VG_MINIMAL_TEST +#ifndef VG_MINIMAL_TEST -road_patch road_main; -scene test_scene; -scene world_scene; -scene player_scene; -u32 world_terrain_count, - world_road_count; +#define SR_NETWORKED -static void player_transform_update(void) -{ - q_m3x3( player.rot, player.to_world ); - v3_copy( player.co, player.to_world[3] ); +#include "common.h" +#include "steam.h" +#include "render.h" +#include "audio.h" +#include "world.h" +#include "player.h" +#include "network.h" +#include "menu.h" - v4f inv; - q_inv( player.rot, inv ); - q_m3x3( inv, player.to_local ); - v3_negate( player.co, player.to_local[3] ); -} +static int cl_ui = 1; -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_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(); + highscores_serialize_all(); } -void vg_start(void) +VG_STATIC void vg_preload(void) { - vg_tex2d_init( texture_list, vg_list_size( texture_list ) ); - - road_patch_init( &road_main ); - road_generate( &road_main ); - 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 = "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 = "debugroad", - .data = &debugroad, - .data_type = k_convar_dtype_i32, - .opt_i32 = { .min=0, .max=1, .clamp=1 }, - .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_function_push( (struct vg_cmd){ - .name = "reset", - .function = reset_player - }); - - v3f lightDir = { 0.1f, 0.8f, 0.2f }; - v3_normalize( lightDir ); - - scene_init( &world_scene ); - scene_init( &test_scene ); - scene_init( &player_scene ); - model *world = vg_asset_read( "models/free_dev.mdl" ); - model *test = vg_asset_read( "models/test.mdl" ); - model *char_dev = vg_asset_read( "models/char_dev.mdl" ); - scene_add_model( &player_scene, char_dev, - submodel_get( char_dev, "joint" ), - (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f ); - free(char_dev); - - scene_add_model( &world_scene, world, - submodel_get( world, "terrain" ), - (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f ); - - int id_tree = submodel_get( test, "tree" ), - id_groundcover[] = - { - submodel_get( test, "bush" ), - submodel_get( test, "grass" ), - submodel_get( test, "blubber" ), - submodel_get( test, "blubber" ), - submodel_get( test, "blubber" ), - submodel_get( test, "grassthin" ) - }; - - /* Sprinkle some trees in the terrain areas */ - v3f range; - v3_sub( world_scene.bbx[1], world_scene.bbx[0], range ); - - for( int i=0; i<8000; i++ ) - { - v3f pos; + highscores_init( 2000, 50 ); + if( !highscores_read() ) + highscores_create_db(); - pos[0] = vg_randf(); - pos[1] = 0.0f; - pos[2] = vg_randf(); - v3_muladd( world_scene.bbx[0], pos, range, pos ); + vg_loader_highwater( NULL, highscores_save_at_exit, NULL ); - if( sample_scene_height( &world_scene, pos ) ) - { - scene_add_model( &test_scene, test, - id_tree, - pos, vg_randf() * VG_TAUf, vg_randf() * 0.5f + 0.5f ); - } - } + vg_sleep_ms(200); - world_terrain_count = world_scene.indice_count; + steam_init(); + vg_loader_highwater( NULL, steam_end, NULL ); + vg_loader_highwater( network_init, network_end, NULL ); +} - scene_add_model( &world_scene, world, - submodel_get( world, "road" ), - (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f ); - world_road_count = world_scene.indice_count-world_terrain_count; +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 ); - free( test ); - free( world ); + vg_bake_shaders(); + vg_loader_highwater( audio_init, audio_free, NULL ); -#if 0 - scene_compute_occlusion( &test_scene ); - scene_shadow_gradient( &test_scene, 1, 0.0f, 1.0f ); - scene_shadow_sphere( &test_scene, (v3f){ 0.0f,4.0f,0.0f}, - (v4f){1.0f, 2.0f, 0.0f, 0.0f}, lightDir ); -#endif + /* 'systems' are completely loaded now */ + world_load( "models/mp_dev.mdl" ); + vg_console_load_autos(); +} - scene_upload( &player_scene ); - scene_upload( &world_scene ); - scene_upload( &test_scene ); - - reset_player( 0, NULL ); - player_transform_update(); +VG_STATIC void vg_start(void) +{ + reset_player( 1, (const char *[]){ "start" } ); } -v3f head; +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 ); +} -void vg_update(void) +VG_STATIC void vg_update( int loaded ) { - float timestep = 1.0f/60.0f; + steam_update(); - if( freecam ) + if( 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" ) ) - { - v2f delta; - v2_sub( vg_mouse, mouse_last, delta ); - v2_copy( vg_mouse, mouse_last ); + draw_origin_axis(); + network_update(); - 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, timestep * movespeed, move_vel ); - if( vg_get_button( "back" ) ) - v3_muladds( move_vel, lookdir, timestep *-movespeed, move_vel ); - if( vg_get_button( "left" ) ) - v3_muladds( move_vel, sidedir, timestep *-movespeed, move_vel ); - if( vg_get_button( "right" ) ) - v3_muladds( move_vel, sidedir, timestep * movespeed, move_vel ); - - v3_muls( move_vel, 0.75f, move_vel ); - v3_add( move_vel, player.view, player.view ); - - return; + player_update_pre(); + world_update( player.phys.rb.co ); } - - if( vg_get_button( "forward" ) ) +} + +VG_STATIC void vg_update_fixed( int loaded ) +{ + if( loaded ) { - v3f dir = { 0.0f, 0.0f, -1.0f }; + player_update_fixed(); + } +} - m3x3_mulv( player.to_world, dir, dir ); - v3_muladds( player.v, dir, 5.0f * timestep, player.v ); +VG_STATIC void vg_update_post( int loaded ) +{ + if( loaded ) + { + player_update_post(); + menu_update(); } +} - /* Get front and back contact points */ - v3f contact_front, contact_back, fwd, fwd1, contact_norm, vup; +VG_STATIC void vg_framebuffer_resize( int w, int h ) +{ + render_fb_resize(); + water_fb_resize(); +} + +VG_STATIC void render_main_game(void) +{ + m4x4f world_4x4; + m4x3_expand( camera_mtx_inverse, world_4x4 ); - m3x3_mulv( player.to_world, (v3f){0.0f,0.0f,-1.0f}, fwd ); - m3x3_mulv( player.to_world, (v3f){0.03f,0.0f,-1.0f}, fwd1 ); - m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, vup ); + static float fov = 97.0f; - v3_muladds( player.co, fwd, 1.0f, contact_front ); - v3_muladds( player.co, fwd,-1.0f, contact_back ); - v3_muladds( player.co, fwd1, 1.0f, contact_norm ); - - sample_scene_height( &world_scene, contact_front ); - sample_scene_height( &world_scene, contact_back ); - sample_scene_height( &world_scene, contact_norm ); + float fov_target = 108.0f; + if( player.phys.on_board ) + fov_target = 125.0f; - v3f norm; - v3f v0, v1; - v3_sub( contact_back, contact_norm, v0 ); - v3_sub( contact_front, contact_norm, v1 ); - v3_cross( v1, v0, norm ); - v3_normalize( norm ); + if( cl_menu ) + fov_target = menu_fov_target; + + fov = vg_lerpf( fov, fov_target, vg.frame_delta * 2.0f ); + + 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 ); + + m4x4_mul( vg.pv, world_4x4, vg.pv ); + glEnable( GL_DEPTH_TEST ); + + /* + * Draw world + */ - v3f gravity = { 0.0f, -9.6f, 0.0f }; - v3_muladds( player.v, gravity, timestep, player.v ); + int draw_solid = player.is_dead | freecam; + + render_world( vg.pv, camera_mtx ); + if( draw_solid ) + draw_player( camera_mtx ); - v3f ground_pos; - v3_copy( player.co, ground_pos ); - sample_scene_height( &world_scene, ground_pos ); + render_water_texture( camera_mtx ); - static int in_air = 1; + glBindFramebuffer( GL_FRAMEBUFFER, 0 ); + render_water_surface( vg.pv, camera_mtx ); + render_world_gates( vg.pv, player.phys.rb.co, camera_mtx ); - if( in_air ) + if( cl_menu ) { - if( ground_pos[1] > player.co[1] ) - in_air = 0; + 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 ); - if( !in_air ) + if( !player.is_dead ) + glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT ); + else + glClear( GL_COLOR_BUFFER_BIT ); + + if( !draw_solid ) { - float resistance = v3_dot( norm, player.v ); - - if( resistance >= 0.0f ) - in_air = 1; - else - { - v3_muladds( player.v, norm, -resistance, player.v ); - } + 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 ); } - /* vg_info( "%.3f | %.3f\n", player.v[1], resistance ); */ - v3_muladds( player.co, player.v, timestep, player.co ); + /* 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 slip = 0.0f; - float yawamt = 0.0f; + shader_blit_use(); + shader_blit_uTexMain( 0 ); + glActiveTexture(GL_TEXTURE0); + glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background ); - if( !in_air ) - { - player.co[1] = (contact_front[1]+contact_back[1])*0.5f; + render_fsquad(); +} - vg_line( player.co, contact_front, 0xff00ffff ); - vg_line( player.co, contact_back, 0xff00ffa0 ); +VG_STATIC void vg_render(void) +{ + glBindFramebuffer( GL_FRAMEBUFFER, 0 ); + glViewport( 0,0, vg.window_x, vg.window_y ); + glDisable( GL_DEPTH_TEST ); - /* Create the 'travel' vector */ - v3f travel; - v3_sub( contact_front, contact_back, travel ); - v3_normalize( travel ); + glClearColor( 0.11f, 0.35f, 0.37f, 1.0f ); + glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT ); - /* Apply gravity */ -#if 0 - float gravity_conversion = -v3_dot( travel, gravity ); - vel[2] += gravity_conversion * substep; -#endif + render_main_game(); + + + /* Other shite */ + glDisable(GL_BLEND); + glDisable( GL_DEPTH_TEST ); + vg_lines_drawall( (float *)vg.pv ); + glViewport( 0,0, vg.window_x, vg.window_y ); +} - /* Get localized (rotated) rigidbody forces - * -z - * ^ - * -|- - * | - * +z - */ - - v3f vel; - m3x3_mulv( player.to_local, player.v, vel ); - - /* Calculate local forces */ - slip = -vel[0] / vel[2]; - float substep = timestep * 0.2f; - - if( fabsf( slip ) > 1.2f ) +VG_STATIC void vg_ui(void) +{ +#if 0 + if( cl_menu ) + { + ui_rect menu = { - slip = vg_signf( slip ) * 1.2f; - } - - for( int i=0; i<5; i++ ) + 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" ) ) { - if( fabsf(vel[2]) >= 0.02f*substep ) - vel[2] += vg_signf( vel[2] ) * -0.02f * substep; - if( fabsf(vel[0]) >= 6.0f*substep ) - vel[0] += vg_signf( vel[0] ) * -6.0f * substep; + glfwSetWindowShouldClose( vg.window, 1 ); } - - m3x3_mulv( player.to_world, vel, player.v ); - - if( vg_get_button( "yawl" ) ) - yawamt = 1.6f * timestep; - if( vg_get_button( "yawr" ) ) - yawamt = -1.6f * timestep; - - yawamt -= vg_get_axis( "horizontal" ) * 1.6f * timestep; - } - else + + if( lightedit ) { - yawamt -= vg_get_axis( "horizontal" ) * 3.6f * timestep; - } + ui_global_ctx.cursor[0] = 10; + ui_global_ctx.cursor[1] = 10; + ui_global_ctx.cursor[2] = 200; + ui_global_ctx.cursor[3] = 20; - v4f rotate; - q_axis_angle( rotate, vup, yawamt ); - q_mul( rotate, player.rot, player.rot ); + 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.look_dir[0] = atan2f( player.v[0], -player.v[2] ); - - /* Creating a skeleton of the player dynamically */ - float kheight = 1.8f, - kleg = 0.6f; + 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] ); - v2f ac; + gui_text( ui_global_ctx.cursor, "Ambient", 1, 0 ); + ui_global_ctx.cursor[1] += 16; + ui_slider_vector( &ui_global_ctx, &s5 ); - static v3f last_vel = { 0.0f, 0.0f, 0.0f }; - static v3f bob, bob1; + 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 ); - v3_sub( player.v, last_vel, player.a ); - v3_copy( player.v, last_vel ); - v3_add( bob, player.a, bob ); + 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 ); - bob[0] = vg_clampf( bob[0], -0.4f, 1.0f ); - bob[1] = vg_clampf( bob[1], -0.4f, 1.3f ); - bob[2] = vg_clampf( bob[2], -0.4f, 1.0f ); + render_update_lighting_ub(); + } +#endif - v3_lerp( bob, (v3f){ 0.0f, 0.0f, 0.0f }, 0.1f, bob ); - v3_lerp( bob1, bob, 0.1f, bob1 ); + //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE ); + if( cl_ui ) + { + render_world_routes_ui(); + } + //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); - /* Head */ - head[0] = (-sinf(slip)*0.9f * kheight + bob1[0]*0.6f) * 0.54f; - head[1] = cosf(slip)*0.9f * kheight +-bob1[1]*1.4f; - head[2] = 0.0f; - - m4x3_mulv( player.to_world, head, head ); - v3_copy( head, player.view ); - - player_transform_update(); + audio_debug_soundscapes(); } -static void debug_grid( v3f at ) +#if 0 +VG_STATIC void run_light_widget( struct light_widget *lw ) { - v3f base; - v3_floor( at, base ); + struct ui_checkbox c1 = { .data=&lw->enabled }; - for( int y=0; y<16; y++ ) - { - vg_line( (v3f){ base[0] - 8, base[1], base[2]+y-8 }, - (v3f){ base[0] + 8, base[1], base[2]+y-8 }, - 0x40ffffff ); - } - for( int x=0; x<16; x++ ) + ui_checkbox( &ui_global_ctx, &c1 ); + + if( lw->enabled ) { - vg_line( (v3f){ base[0]+x-8, base[1], base[2]-8 }, - (v3f){ base[0]+x-8, base[1], base[2]+8 }, - 0x40ffffff ); + struct ui_slider_vector + colour = { .min=0.0f, .max=2.0f, .len=3, .data=lw->colour }, + dir = { .min=-VG_PIf, .max=VG_PIf, .len=2, .data=lw->dir }; + + ui_slider_vector( &ui_global_ctx, &colour ); + ui_global_ctx.cursor[1] += 4; + ui_slider_vector( &ui_global_ctx, &dir ); } } +#endif -void vg_render(void) +VG_STATIC void run_debug_info(void) { - glViewport( 0,0, vg_window_x, vg_window_y ); - - glDisable( GL_DEPTH_TEST ); - glClearColor( 0.1f, 0.0f, 0.2f, 1.0f ); - glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); - - v3f pos_inv; - v3_negate( player.view, pos_inv ); - - 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]: 0.3f+shake[1]*0.04f ); - m4x3_rotate_y( world_matrix, player.look_dir[0]+shake[0]*0.02f ); - m4x3_translate( world_matrix, pos_inv ); + char buf[40]; - m4x4f world_4x4; - m4x3_expand( world_matrix, world_4x4 ); - - m4x4_projection( vg_pv, - freecam? 90.0f: 130.0f, - (float)vg_window_x / (float)vg_window_y, - 0.01f, 1000.0f ); - m4x4_mul( vg_pv, world_4x4, vg_pv ); + snprintf( buf, 40, "%.2fm/s", v3_length( player.phys.rb.v ) ); + ui_text( (ui_px [2]){ 0, 0 }, buf, 1, k_text_align_left ); + + snprintf( buf, 40, "%.2f %.2f %.2f m/s", + player.phys.a[0], player.phys.a[1], player.phys.a[2] ); + ui_text( (ui_px [2]){ 0, 20 }, buf, 1, k_text_align_left ); - if( debugroad ) - draw_road_patch_dev( &road_main ); + 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 ); - 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 ); - - v3f board_fwd = { 0.0f, 0.0f, -1.0f }; - v3f board_side = { 1.0f, 0.0f, 0.0f }; + if( vg.gamepad_ready ) + { + for( int i=0; i<6; i++ ) + { + 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 ); + } +} - m3x3_mulv( player.to_world, board_fwd, board_fwd ); - m3x3_mulv( player.to_world, board_side, board_side ); +#else - v3f bnw, bne, bse, bsw; - - v3_muladds( player.co, board_fwd, 0.75f, bnw ); - v3_muladds( player.co, board_fwd, -0.75f, bsw ); - v3_muladds( bnw, board_side, 0.1f, bne ); - v3_muladds( bnw, board_side, -0.1f, bnw ); - v3_muladds( bsw, board_side, 0.1f, bse ); - v3_muladds( bsw, board_side, -0.1f, bsw ); - - vg_line( bnw, bne, 0xff00ff00 ); - vg_line( bne, bse, 0xff00ff00 ); - vg_line( bse, bsw, 0xff00ff00 ); - vg_line( bsw, bnw, 0xff00ff00 ); +#define VG_TIMESTEP_FIXED (1.0/60.0) +#define VG_3D +#define VG_FRAMEBUFFER_RESIZE 1 +#include "vg/vg.h" - glEnable( GL_DEPTH_TEST ); +int main( int argc, char *argv[] ) +{ + vg_prealloc_quota( 512*1024*1024 ); + vg_enter( argc, argv, "Voyager Game Engine" ); +} - SHADER_USE( shader_debug_vcol ); - m4x3f temp; - m4x4f temp1; +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" ); +} - vg_tex2d_bind( &tex_grid, 0 ); - scene_tree_sway = 0.0f; +VG_STATIC void vg_load(void) +{ + vg_bake_shaders(); + vg_console_load_autos(); +} - m4x3_identity( temp ); - m4x3_expand( temp, temp1 ); - glUniformMatrix4fv( SHADER_UNIFORM( shader_debug_vcol, "uMdl" ), - 1, GL_FALSE, (float *)temp1 ); - scene_draw( &player_scene, -1, 0 ); - - m4x3_identity( temp ); - m4x3_expand( temp, temp1 ); - glUniformMatrix4fv( SHADER_UNIFORM( shader_debug_vcol, "uMdl" ), - 1, GL_FALSE, (float *)temp1 ); +VG_STATIC void vg_start(void) +{ +} - vg_tex2d_bind( &tex_norwey, 0 ); - scene_tree_sway = 0.1f; - scene_draw( &test_scene, -1, 0 ); +VG_STATIC void vg_update( int loaded ) +{ +} - vg_tex2d_bind( &tex_grid, 0 ); - scene_tree_sway = 0.0f; - scene_draw( &world_scene, world_terrain_count, 0 ); +VG_STATIC void vg_update_fixed( int loaded ) +{ +} - vg_tex2d_bind( &tex_road, 0 ); - scene_draw( &world_scene, world_road_count, world_terrain_count ); +VG_STATIC void vg_update_post( int loaded ) +{ +} - glDisable( GL_DEPTH_TEST ); +VG_STATIC void vg_framebuffer_resize( int w, int h ) +{ } -void vg_ui(void) +VG_STATIC void vg_render(void) { - char buf[20]; + glBindFramebuffer( GL_FRAMEBUFFER, 0 ); + glViewport( 0,0, vg.window_x, vg.window_y ); + glDisable( GL_DEPTH_TEST ); - snprintf( buf, 20, "%.2fm/s", v3_length( player.v ) ); - gui_text( (ui_px [2]){ 0, 0 }, buf, 1, k_text_align_left ); + glClearColor( 0.11f, 0.35f, 0.37f, 1.0f ); + glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT ); - 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 ); + /* Other shite */ + glDisable(GL_BLEND); + glDisable( GL_DEPTH_TEST ); + vg_lines_drawall( (float *)vg.pv ); + glViewport( 0,0, vg.window_x, vg.window_y ); +} - 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 ); - } +VG_STATIC void vg_ui(void) +{ } -void vg_free(void){} +#endif