X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=main.c;h=bbb4c321f310f8e297409801e3c3605c1874b2ae;hb=15beb60ade240af4e00b0d204f7e89a4d35dca36;hp=39b9de25e14d82531fe9f771a8cbfd7fa67ab69d;hpb=4fccea589f00c06c570cc4ea3e7a69d191328ffb;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/main.c b/main.c index 39b9de2..bbb4c32 100644 --- a/main.c +++ b/main.c @@ -1,153 +1,147 @@ +/* + * ============================================================================= + * + * Copyright . . . -----, ,----- ,---. .---. + * 2021-2022 |\ /| | / | | | | /| + * | \ / | +-- / +----- +---' | / | + * | \ / | | / | | \ | / | + * | \/ | | / | | \ | / | + * ' ' '--' [] '----- '----- ' ' '---' SOFTWARE + * + * ============================================================================= + * + * register: shader register & init scheduling + * init: initialization + * update: logic + * render: graphics + * free: resource free + * + */ + +#define SR_NETWORKED +#define VG_3D #include "common.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_water = { .path = "textures/water.qoi" }; - -/* Convars */ -static int debugview = 0; -static int sv_debugcam = 0; - -/* Components */ -#include "road.h" -#include "scene.h" -#include "ik.h" -#include "terrain.h" -#include "character.h" -#include "ragdoll.h" -#include "rigidbody.h" +#include "steam.h" #include "render.h" -#include "gate.h" -#include "water.h" +#include "audio.h" #include "world.h" #include "player.h" +#include "network.h" +#include "menu.h" -#include "shaders/blit.h" -#include "shaders/standard.h" -#include "shaders/unlit.h" - -void vg_register(void) -{ - shader_blit_register(); - shader_standard_register(); - shader_unlit_register(); - - terrain_register(); - character_register(); - water_register(); - gate_register(); -} - -vg_tex2d *texture_list[] = -{ - &tex_norwey, - &tex_gradients, - &tex_grid, - &tex_sky, - &tex_cement, - &tex_water, - &tex_water_surf -}; +static int cl_ui = 1, + cl_menu = 0; int main( int argc, char *argv[] ) -{ - vg_init( argc, argv, "Voyager Game Engine" ); +{ + vg_enter( 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 }} -}; - -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 - -static int playermodel( int argc, char const *argv[] ) +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(); + highscores_free(); } -void vg_start(void) +void vg_preload(void) { 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 = "walk_speed", - .data = &k_walkspeed, - .data_type = k_convar_dtype_f32, - .opt_f32 = { .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 = "debugcam", - .data = &sv_debugcam, - .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 = "debugview", - .data = &debugview, - .data_type = k_convar_dtype_i32, - .opt_i32 = { .min=0, .max=1, .clamp=0 }, - .persistent = 1 - }); + vg_loader_highwater( NULL, highscores_save_at_exit, NULL ); - vg_function_push( (struct vg_cmd){ - .name = "reset", - .function = reset_player - }); + vg_sleep_ms(200); - vg_tex2d_init( texture_list, vg_list_size( texture_list ) ); + steam_init(); + vg_loader_highwater( NULL, steam_end, NULL ); + vg_loader_highwater( network_init, network_end, NULL ); +} + +void vg_load(void) +{ + vg_loader_highwater( render_init, render_free, NULL ); + vg_loader_highwater( menu_init, menu_free, NULL ); + vg_loader_highwater( world_init, world_free, NULL ); + vg_loader_highwater( player_init, NULL, NULL ); - render_init(); - gate_init(); - terrain_init(); - character_init(); + if( !vg_bake_shaders() ) + vg_fatal_exit_loop( "Did not load all shaders" ); - character_load( &player.mdl, "ch_default" ); - character_init_ragdoll( &player.mdl ); + vg_loader_highwater( audio_init, audio_free, NULL ); + /* FInal step */ world_load(); + vg_console_load_autos(); +} - reset_player( 1, (const char *[]){ "tutorial" } ); - player_transform_update(); +static void vg_start(void) +{ + player_load_model( "ch_jordan" ); + reset_player( 1, (const char *[]){ "start" } ); } -void vg_update(void) +static void draw_origin_axis(void) { - player_update(); + 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( int loaded ) +{ + steam_update(); + + if( loaded ) + { + if( vg_get_button_down( "menu" ) ) + { + cl_menu = !cl_menu; + } + + draw_origin_axis(); + network_update(); + + if( !cl_menu ) + { + player_update_pre(); + world_update( player.phys.rb.co ); + } + + menu_update( cl_menu ); + } +} + +static void vg_update_fixed( int loaded ) +{ + if( loaded && !cl_menu ) + { + player_update_fixed(); + } +} + +static void vg_update_post( int loaded ) +{ + if( loaded && !cl_menu ) + { + player_update_post(); + } } static void vg_framebuffer_resize( int w, int h ) @@ -157,80 +151,62 @@ static void vg_framebuffer_resize( int w, int h ) water_fb_resize(); } -void vg_render(void) +static void render_main_game(void) { - glBindFramebuffer( GL_FRAMEBUFFER, 0 ); - glViewport( 0,0, vg_window_x, vg_window_y ); + v3f *active_cam_inv = NULL, + *active_cam = NULL; - glDisable( GL_DEPTH_TEST ); - glClearColor( 0.11f, 0.35f, 0.37f, 1.0f ); - glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); - - 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 ); + m4x4f world_4x4; - if( player.is_dead ) + if( cl_menu ) { -#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 + active_cam = menu_cam; + active_cam_inv = menu_cam_inv; } else { + active_cam_inv = player.camera_inverse; + active_cam = player.camera; } - m4x4f world_4x4; - m4x3_expand( player.camera_inverse, world_4x4 ); + m4x3_expand( active_cam_inv, world_4x4 ); - gpipeline.fov = freecam? 60.0f: 100.0f; /* 120 */ - m4x4_projection( vg_pv, gpipeline.fov, - (float)vg_window_x / (float)vg_window_y, - 0.025f, 1000.0f ); + static float fov = 97.0f; + float fov_target = (player.phys.on_board&&!cl_menu)? 125.0f: 108.0f; + fov = vg_lerpf( fov, fov_target, vg.time_delta * 2.0f ); - 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 ); + 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 */ - render_world( vg_pv, player.camera ); - render_water_texture( player.camera ); + int draw_solid = player.is_dead | freecam; + + render_world( vg.pv, active_cam ); + if( draw_solid ) + draw_player( active_cam ); - glBindFramebuffer( GL_FRAMEBUFFER, 0 ); - render_water_surface( vg_pv ); + render_water_texture( active_cam ); -#if 0 - vg_tex2d_bind( &tex_water, 1 ); - render_gate( &gate_a, cam_transform ); -#endif + glBindFramebuffer( GL_FRAMEBUFFER, 0 ); + render_water_surface( vg.pv, active_cam ); + render_world_gates( vg.pv, player.phys.rb.co, active_cam ); + if( cl_menu ) + 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, + glBlitFramebuffer( 0,0, vg.window_x, vg.window_y, + 0,0, vg.window_x, vg.window_y, GL_COLOR_BUFFER_BIT, GL_LINEAR ); @@ -242,10 +218,21 @@ void vg_render(void) glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT ); else glClear( GL_COLOR_BUFFER_BIT ); + + if( !draw_solid ) + { + m4x4_projection( vg.pv, gpipeline.fov, + (float)vg.window_x / (float)vg.window_y, + 0.01f, 600.0f ); + m4x4_mul( vg.pv, world_4x4, vg.pv ); + draw_player( active_cam ); + } - 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); @@ -257,67 +244,149 @@ void vg_render(void) glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background ); render_fsquad(); - glDisable(GL_BLEND); +} +void vg_render(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 ); + + render_main_game(); + + /* Other shite */ + glDisable(GL_BLEND); glDisable( GL_DEPTH_TEST ); - vg_lines_drawall( (float *)vg_pv ); + vg_lines_drawall( (float *)vg.pv ); + glViewport( 0,0, vg.window_x, vg.window_y ); +} - /* Debugger camera */ +void vg_ui(void) +{ #if 0 - glViewport( 0,0, 800, 800 ); - glClearColor( 0.1f, 0.0f, 0.2f, 1.0f ); - glClear( GL_DEPTH_BUFFER_BIT ); + if( cl_menu ) + { + 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" ) ) + { + glfwSetWindowShouldClose( vg.window, 1 ); + } + } + + 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; - m4x3_identity( world_matrix ); + 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 }; - v3f debugcam; - v3_negate( player.co, debugcam ); - debugcam[2] -= 2.0f; - debugcam[1] -= 0.7f; + 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 }; - m4x3_translate( world_matrix, debugcam ); - m4x3_expand( world_matrix, world_4x4 ); + for( int i=0; i<3; i++ ) + run_light_widget( &gpipeline.widgets[i] ); - m4x4_projection( vg_pv, - 100.0f, - (float)128.0f / (float)128.0f, - 0.1f, 1000.0f ); - m4x4_mul( vg_pv, world_4x4, vg_pv ); + gui_text( ui_global_ctx.cursor, "Ambient", 1, 0 ); + ui_global_ctx.cursor[1] += 16; + ui_slider_vector( &ui_global_ctx, &s5 ); - if(sv_debugcam) - { - glEnable( GL_DEPTH_TEST ); - draw_player(); + 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(); } #endif + + //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE ); + if( cl_ui ) + { + render_world_routes_ui(); + } + //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); + + audio_debug_soundscapes(); +} - glDisable( GL_DEPTH_TEST ); - vg_lines_drawall( (float *)vg_pv ); +#if 0 +static void run_light_widget( struct light_widget *lw ) +{ + struct ui_checkbox c1 = { .data=&lw->enabled }; - glViewport( 0,0, vg_window_x, vg_window_y ); + 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 }; + + ui_slider_vector( &ui_global_ctx, &colour ); + ui_global_ctx.cursor[1] += 4; + ui_slider_vector( &ui_global_ctx, &dir ); + } } +#endif -void vg_ui(void) +static void run_debug_info(void) { - char buf[20]; - - snprintf( buf, 20, "%.2fm/s", v3_length( player.v ) ); + char buf[40]; + + snprintf( buf, 40, "%.2fm/s", v3_length( player.phys.rb.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] ); + snprintf( buf, 40, "%.2f %.2f %.2f m/s", + player.phys.a[0], player.phys.a[1], player.phys.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.phys.rb.co[0], player.phys.rb.co[1], player.phys.rb.co[2] ); gui_text( (ui_px [2]){ 0, 40 }, buf, 1, k_text_align_left ); - if( vg_gamepad_ready ) + 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 ); } } @@ -327,5 +396,3 @@ void vg_ui(void) "Gamepad not ready", 1, k_text_align_left ); } } - -void vg_free(void){}