X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=main.c;h=bbb4c321f310f8e297409801e3c3605c1874b2ae;hb=15beb60ade240af4e00b0d204f7e89a4d35dca36;hp=b397e2e9ec759a7af26589d5df62ef540ce106c6;hpb=3f59dc191c7792947cd2d3f6588be06933fd49f0;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/main.c b/main.c index b397e2e..bbb4c32 100644 --- a/main.c +++ b/main.c @@ -1,684 +1,398 @@ +/* + * ============================================================================= + * + * 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 "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" +#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 int cl_ui = 1, + cl_menu = 0; int main( int argc, char *argv[] ) -{ - vg_init( argc, argv, "Voyager Game Engine" ); -} - -m4x3f world_matrix; -v3f player_pos; -v3f player_head; /* Relative to pos */ -v3f player_vel = { 0.0f, 0.0f, -0.2f }; -float player_yaw; -v2f look_dir; -v3f player_accel; - -float waves[128][128]; - -road_patch road_main; -scene test_scene; -scene world_scene; -scene player_scene; -u32 world_terrain_count, - world_road_count; - -static int reset_player( int argc, char const *argv[] ) { - v3_zero( player_pos ); - v3_copy( (v3f){ 0.0f, 0.0f, -0.2f }, player_vel ); - player_yaw = 0.0f; - - return 0; + vg_enter( argc, argv, "Voyager Game Engine" ); } -void vg_register(void) +static void highscores_save_at_exit(void*_) { - scene_register(); + highscores_serialize_all(); + highscores_free(); } -void vg_start(void) +void vg_preload(void) { - for( int y=0; y<128; y++ ) - { - for( int x=0; x<128; x++ ) - { - v2f pos = {x,y}; - - waves[x][y] = sinf( pos[0] * 0.1f ) * - cosf( pos[1] * 0.3f ) * 5.0f + x*-0.2f; - } - } - - 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_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 = "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_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; +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 ); - free( test ); - free( world ); + if( !vg_bake_shaders() ) + vg_fatal_exit_loop( "Did not load all shaders" ); -#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 + vg_loader_highwater( audio_init, audio_free, NULL ); - scene_upload( &player_scene ); - scene_upload( &world_scene ); - scene_upload( &test_scene ); + /* FInal step */ + world_load(); + vg_console_load_autos(); } -static float sample_terrain( v3f pos ) +static void vg_start(void) { - v3f local; - v3_muls( pos, 0.1f, local ); - - v2i ico = { local[0], local[2] }; - for( int i=0; i<2; i++ ) - { - if( ico[i] < 0 ) ico[i] = 0; - if( ico[i] > 126 ) ico[i] = 126; - } - - float hse = waves[ico[0]+1][ico[1]], - hsw = waves[ico[0]][ico[1]], - hne = waves[ico[0]+1][ico[1]+1], - hnw = waves[ico[0]][ico[1]+1]; - - v3f subcoord; - v3_floor( local, subcoord ); - v3_sub( local, subcoord, subcoord ); + player_load_model( "ch_jordan" ); + reset_player( 1, (const char *[]){ "start" } ); +} - float hs = vg_lerpf( hse, hsw, 1.0f-subcoord[0] ), - hn = vg_lerpf( hne, hnw, 1.0f-subcoord[0] ), - sampleh = vg_lerpf( hs, hn, subcoord[2] ); - - return sampleh*10.0f; +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 ); } -static void draw_terrain(void) +void vg_update( int loaded ) { - float sf = 10.0f; + steam_update(); - /* Draw waves - */ - for( int y=0; y<63; y++ ) + if( loaded ) { - for( int x=0; x<63; x++ ) + if( vg_get_button_down( "menu" ) ) { - v2i pos = {x*2,y*2}; - vg_line( (v3f){ pos[0]*sf, waves[pos[0]][pos[1]]*sf, pos[1]*sf }, - (v3f){ (pos[0]+2)*sf, waves[pos[0]+2][pos[1]]*sf, pos[1]*sf }, - 0xa0ffffff ); - - vg_line( (v3f){ pos[1]*sf, waves[pos[1]][pos[0]]*sf, pos[0]*sf }, - (v3f){ pos[1]*sf, waves[pos[1]][pos[0]+2]*sf, (pos[0]+2)*sf }, - 0xa0ffffff ); + cl_menu = !cl_menu; } - } - -} - -v3f head, butt, knee_r, knee_l, foot_r, foot_l, hand_r, hand_l, - shoulder_r, shoulder_l; + draw_origin_axis(); + network_update(); -void vg_update(void) -{ - float timestep = 1.0f/60.0f; - - if( freecam ) - { - m4x3f cam_rot; - m4x3_identity( cam_rot ); - m4x3_rotate_y( cam_rot, -look_dir[0] ); - m4x3_rotate_x( cam_rot, -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" ) ) + if( !cl_menu ) { - v2_copy( vg_mouse, mouse_last ); + player_update_pre(); + world_update( player.phys.rb.co ); } - else if( vg_get_button( "primary" ) ) - { - v2f delta; - v2_sub( vg_mouse, mouse_last, delta ); - v2_copy( vg_mouse, mouse_last ); - v2_muladds( view_vel, delta, 0.005f, view_vel ); - } - - v2_muls( view_vel, 0.75f, view_vel ); - v2_add( view_vel, look_dir, look_dir ); - look_dir[1] = vg_clampf( 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_head, player_head ); - - return; + menu_update( cl_menu ); } +} - if( vg_get_button( "forward" ) ) +static void vg_update_fixed( int loaded ) +{ + if( loaded && !cl_menu ) { - v3f accel = { sinf( player_yaw ), 0.0f, -cosf( player_yaw ) }; - v3_muladds( player_vel, accel, 5.0f * timestep, player_vel ); + player_update_fixed(); } - - m4x3f player_transform, - world_to_local, local_to_world; - - m4x3_identity( player_transform ); - m4x3_translate( player_transform, player_pos ); - m4x3_rotate_y( player_transform, -player_yaw ); - - m4x3_identity( world_to_local ); - m4x3_rotate_y( world_to_local, player_yaw ); - - m4x3_identity( local_to_world ); - m4x3_rotate_y( local_to_world, -player_yaw ); - - /* Get front and back contact points */ - v3f contact_front, contact_back, fwd, fwd1, contact_norm; - - m4x3_mulv( local_to_world, (v3f){0.0f,0.0f,-1.0f}, fwd ); - m4x3_mulv( local_to_world, (v3f){0.03f,0.0f,-1.0f}, fwd1 ); - - v3_muladds( player_pos, fwd, 1.0f, contact_front ); - v3_muladds( player_pos, fwd,-1.0f, contact_back ); - v3_muladds( player_pos, fwd1, 1.0f, contact_norm ); - -#if 0 - road_patch_setplayer( &road_main, player_pos ); - sample_road_height( &road_main, contact_front ); - sample_road_height( &road_main, contact_back ); -#else - sample_scene_height( &world_scene, contact_front ); - sample_scene_height( &world_scene, contact_back ); - sample_scene_height( &world_scene, contact_norm ); -#endif +} - 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 ); +static void vg_update_post( int loaded ) +{ + if( loaded && !cl_menu ) + { + player_update_post(); + } +} - v3f gravity = { 0.0f, -9.6f, 0.0f }; - v3_muladds( player_vel, gravity, timestep, player_vel ); +static void vg_framebuffer_resize( int w, int h ) +{ + render_fb_resize(); + gate_fb_resize(); + water_fb_resize(); +} - v3f ground_pos; - v3_copy( player_pos, ground_pos ); - sample_scene_height( &world_scene, ground_pos ); +static void render_main_game(void) +{ + v3f *active_cam_inv = NULL, + *active_cam = NULL; - static int in_air = 1; + m4x4f world_4x4; - if( in_air ) + if( cl_menu ) { - if( ground_pos[1] > player_pos[1] ) - in_air = 0; + active_cam = menu_cam; + active_cam_inv = menu_cam_inv; } - - if( !in_air ) + else { - float resistance = v3_dot( norm, player_vel ); - - if( resistance >= 0.0f ) - in_air = 1; - else - { - v3_muladds( player_vel, norm, -resistance, player_vel ); - } + active_cam_inv = player.camera_inverse; + active_cam = player.camera; } - /* vg_info( "%.3f | %.3f\n", player_vel[1], resistance ); */ - v3_muladds( player_pos, player_vel, timestep, player_pos ); - - float slip = 0.0f; - - if( !in_air ) - { - player_pos[1] = (contact_front[1]+contact_back[1])*0.5f; + m4x3_expand( active_cam_inv, world_4x4 ); - vg_line( player_pos, contact_front, 0xff00ffff ); - vg_line( player_pos, contact_back, 0xff00ffa0 ); + 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 ); - /* Create the 'travel' vector */ - v3f travel; - v3_sub( contact_front, contact_back, travel ); - v3_normalize( travel ); + 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 ); - /* Apply gravity */ -#if 0 - float gravity_conversion = -v3_dot( travel, gravity ); - vel[2] += gravity_conversion * substep; -#endif - - /* Get localized (rotated) rigidbody forces - * -z - * ^ - * -|- - * | - * +z + m4x4_mul( vg.pv, world_4x4, vg.pv ); + glEnable( GL_DEPTH_TEST ); + + /* + * Draw world */ + + int draw_solid = player.is_dead | freecam; - v3f vel; - m4x3_mulv( world_to_local, player_vel, vel ); + render_world( vg.pv, active_cam ); + if( draw_solid ) + draw_player( active_cam ); - /* Calculate local forces */ - slip = -vel[0] / vel[2]; - float substep = timestep * 0.2f; + render_water_texture( active_cam ); - if( fabsf( slip ) > 1.2f ) - { - slip = vg_signf( slip ) * 1.2f; - } + 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 ); - for( int i=0; i<5; i++ ) - { - 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; - } + /* 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 ); - m4x3_mulv( local_to_world, vel, player_vel ); - - if( vg_get_button( "yawl" ) ) - player_yaw -= 1.6f * timestep; - if( vg_get_button( "yawr" ) ) - player_yaw += 1.6f * timestep; + /* Clear out the colour buffer, but keep depth */ + glBindFramebuffer( GL_FRAMEBUFFER, 0 ); + glClearColor( 0.0f, 0.0f, 0.0f, 0.0f ); - player_yaw += vg_get_axis( "horizontal" ) * 1.6f * timestep; - } + if( !player.is_dead ) + glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT ); else + glClear( GL_COLOR_BUFFER_BIT ); + + if( !draw_solid ) { - player_yaw += vg_get_axis( "horizontal" ) * 3.6f * timestep; - look_dir[0] = player_yaw; + 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 ); } - look_dir[0] = atan2f( player_vel[0], -player_vel[2] ); + /* 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); - /* Creating a skeleton of the player dynamically */ - float kheight = 1.8f, - kleg = 0.6f; + shader_blit_use(); + shader_blit_uTexMain( 0 ); + glActiveTexture(GL_TEXTURE0); + glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background ); - v2f ac; + render_fsquad(); +} - static v3f last_vel = { 0.0f, 0.0f, 0.0f }; - static v3f bob, bob1; +void vg_render(void) +{ + glBindFramebuffer( GL_FRAMEBUFFER, 0 ); + glViewport( 0,0, vg.window_x, vg.window_y ); + glDisable( GL_DEPTH_TEST ); - v3_sub( player_vel, last_vel, player_accel ); - v3_copy( player_vel, last_vel ); - v3_add( bob, player_accel, bob ); + glClearColor( 0.11f, 0.35f, 0.37f, 1.0f ); + glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT ); - 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 ); - - v3_lerp( bob, (v3f){ 0.0f, 0.0f, 0.0f }, 0.1f, bob ); - v3_lerp( bob1, bob, 0.1f, bob1 ); - - /* Feet */ - foot_r[0] = 0.0f; - foot_r[1] = 0.0f; - foot_r[2] = 0.3f; - - foot_l[0] = 0.0f; - foot_l[1] = 0.0f; - foot_l[2] = -0.3f; + render_main_game(); - /* 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; - - /* Hips */ - butt[0] = -sinf(slip)*0.2f; - butt[1] = cosf(slip); - butt[2] = 0.0f; - v2_normalize(butt); - v2_muls( butt, -0.7f, butt ); - v2_add( head, butt, butt ); - - /* Knees */ - v2_sub( butt, (v2f){0.0f,0.0f}, ac ); - float cl = v2_length( ac ), - d = acosf( (2.0f * kleg*kleg - cl*cl) / 2.0f * kleg*kleg ), - x = atan2f( ac[0], ac[1] ), - ad = (-VG_PIf-d)/2.0f; - - v2_muladds( (v2f){0.0f,0.0f}, - (v2f){ sinf( ad+x ), cosf( ad + x ) }, - kleg, knee_l ); - knee_l[2] = -0.3f; - - v2_copy( knee_l, knee_r ); - knee_r[2] = 0.3f; - - /* shoulders */ - v3_add( (v3f){0.0f,-0.1f,-0.2f}, head, shoulder_r ); - - /* Hands */ - hand_r[0] = sinf( slip ) * 0.1f; - hand_r[1] = -cosf( slip*5.0f ) * 0.5f - 0.5f; - hand_r[2] = -sinf( fabsf(slip) * 2.4f ); - v3_add( shoulder_r, hand_r, hand_r ); - - m4x3_mulv( player_transform, head, head ); - m4x3_mulv( player_transform, butt, butt ); - m4x3_mulv( player_transform, knee_l, knee_l ); - m4x3_mulv( player_transform, knee_r, knee_r ); - m4x3_mulv( player_transform, foot_l, foot_l ); - m4x3_mulv( player_transform, foot_r, foot_r ); - m4x3_mulv( player_transform, hand_r, hand_r ); - m4x3_mulv( player_transform, shoulder_r, shoulder_r ); - - v3_copy( head, player_head ); + /* Other shite */ + glDisable(GL_BLEND); + glDisable( GL_DEPTH_TEST ); + vg_lines_drawall( (float *)vg.pv ); + glViewport( 0,0, vg.window_x, vg.window_y ); } -static void debug_grid( v3f at ) +void vg_ui(void) { - v3f base; - v3_floor( at, base ); - - for( int y=0; y<16; y++ ) +#if 0 + if( cl_menu ) { - vg_line( (v3f){ base[0] - 8, base[1], base[2]+y-8 }, - (v3f){ base[0] + 8, base[1], base[2]+y-8 }, - 0x40ffffff ); + 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 ); + } } - for( int x=0; x<16; x++ ) + + if( lightedit ) { - vg_line( (v3f){ base[0]+x-8, base[1], base[2]-8 }, - (v3f){ base[0]+x-8, base[1], base[2]+8 }, - 0x40ffffff ); - } -} + ui_global_ctx.cursor[0] = 10; + ui_global_ctx.cursor[1] = 10; + ui_global_ctx.cursor[2] = 200; + ui_global_ctx.cursor[3] = 20; -void vg_render(void) -{ - glViewport( 0,0, vg_window_x, vg_window_y ); + 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 }; - 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_head, pos_inv ); - - float speed = v3_length( player_vel ); - v3f shake = { vg_randf()-0.5f, vg_randf()-0.5f, vg_randf()-0.5f }; - v3_muls( shake, speed*0.01f, shake ); + 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_identity( world_matrix ); - m4x3_rotate_x( world_matrix, freecam? look_dir[1]: 0.3f+shake[1]*0.04f ); - m4x3_rotate_y( world_matrix, look_dir[0]+shake[0]*0.02f ); - m4x3_translate( world_matrix, pos_inv ); - - m4x4f world_4x4; - m4x3_expand( world_matrix, world_4x4 ); + for( int i=0; i<3; i++ ) + run_light_widget( &gpipeline.widgets[i] ); - 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 ); + gui_text( ui_global_ctx.cursor, "Ambient", 1, 0 ); + ui_global_ctx.cursor[1] += 16; + ui_slider_vector( &ui_global_ctx, &s5 ); - if( debugroad ) - draw_road_patch_dev( &road_main ); + 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 ); - 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 ); + 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 ); - v3f board_fwd = { -sinf( player_yaw ), 0.0f, cosf( player_yaw ) }; - v3f board_side = { -board_fwd[2], 0.0f, board_fwd[0] }; - v3f bnw, bne, bse, bsw; + render_update_lighting_ub(); + } +#endif - v3_muladds( player_pos, board_fwd, 0.75f, bnw ); - v3_muladds( player_pos, 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 ); - - glEnable( GL_DEPTH_TEST ); - - v3f leg_dr, leg_dl, leg_ar, leg_al; - - v3_sub( foot_l, butt, leg_dl ); - v3_sub( foot_r, butt, leg_dr ); - leg_dl[1] = 0.0f; - leg_dr[1] = 0.0f; - v3_normalize( leg_dl ); - v3_normalize( leg_dr ); - - v3f v0; - v3_sub( butt, knee_l, v0 ); - float leg_pl = atan2f( v0[1], v3_dot( v0, leg_dl ) ); - - v3_sub( knee_l, foot_l, v0 ); - float knee_pl = atan2f( v0[1], v3_dot( v0, leg_dl ) ); - - float leg_yl = -atan2f( leg_dl[2], leg_dl[0] ), - leg_yr = atan2f( leg_dr[2], leg_dr[0] ); - - SHADER_USE( shader_debug_vcol ); - m4x3f temp; - m4x4f temp1; - - vg_tex2d_bind( &tex_grid, 0 ); - scene_tree_sway = 0.0f; - - vg_line( head, butt, 0xff0000ff ); - vg_line( butt, knee_l, 0xff0000ff ); - vg_line( butt, knee_r, 0xff0000ff ); - vg_line( foot_l, knee_l, 0xff00a0ff ); - vg_line( foot_r, knee_r, 0xff00a0ff ); - vg_line( head, shoulder_r, 0xa0ff00ff ); - vg_line( shoulder_r, hand_r, 0xffff00ff ); - m4x3_identity( temp ); - - m4x3_translate( temp, knee_l ); - m4x3_rotate_x( temp, knee_pl ); - m4x3_rotate_y( temp, leg_yl ); - - m4x3_expand( temp, temp1 ); - glUniformMatrix4fv( SHADER_UNIFORM( shader_debug_vcol, "uMdl" ), - 1, GL_FALSE, (float *)temp1 ); - - scene_draw( &player_scene, -1, 0 ); + //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE ); + if( cl_ui ) + { + render_world_routes_ui(); + } + //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); - m4x3_identity( temp ); - m4x3_expand( temp, temp1 ); - glUniformMatrix4fv( SHADER_UNIFORM( shader_debug_vcol, "uMdl" ), - 1, GL_FALSE, (float *)temp1 ); - - vg_tex2d_bind( &tex_norwey, 0 ); - scene_tree_sway = 0.1f; - scene_draw( &test_scene, -1, 0 ); + audio_debug_soundscapes(); +} - vg_tex2d_bind( &tex_grid, 0 ); - scene_tree_sway = 0.0f; - scene_draw( &world_scene, world_terrain_count, 0 ); +#if 0 +static void run_light_widget( struct light_widget *lw ) +{ + struct ui_checkbox c1 = { .data=&lw->enabled }; - vg_tex2d_bind( &tex_road, 0 ); - scene_draw( &world_scene, world_road_count, world_terrain_count ); + 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 }; - glDisable( GL_DEPTH_TEST ); + 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_vel ) ); + 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_accel[0], player_accel[1], player_accel[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 ); - if( vg_gamepad_ready ) + 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 ) { 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 ); + snprintf( buf, 40, "%.2f", vg.gamepad.axes[i] ); + gui_text( (ui_px [2]){ 0, (i+3)*20 }, buf, 1, k_text_align_left ); } } else { - gui_text( (ui_px [2]){ 0, 40 }, + gui_text( (ui_px [2]){ 0, 60 }, "Gamepad not ready", 1, k_text_align_left ); } } - -void vg_free(void){}