2 * =============================================================================
4 * Copyright . . . -----, ,----- ,---. .---.
5 * 2021-2023 |\ /| | / | | | | /|
6 * | \ / | +-- / +----- +---' | / |
7 * | \ / | | / | | \ | / |
8 * | \/ | | / | | \ | / |
9 * ' ' '--' [] '----- '----- ' ' '---' SOFTWARE
11 * =============================================================================
25 #include "player_interface.h"
26 #include "player_device_walk.h"
27 #include "player_device_skate.h"
28 #include "player_model.h"
31 VG_STATIC player_interface localplayer
;
32 VG_STATIC
struct player_device_walk localplayer_walk
;
33 VG_STATIC
struct player_device_skate localplayer_skate
;
34 VG_STATIC
struct player_avatar localplayer_avatar
;
35 VG_STATIC glmesh localplayer_meshes
[3];
50 int main( int argc
, char *argv
[] )
52 vg_mem
.use_libc_malloc
= 0;
53 vg_set_mem_quota( 128*1024*1024 );
54 vg_enter( argc
, argv
, "Voyager Game Engine" );
59 VG_STATIC
void highscores_save_at_exit(void)
61 highscores_serialize_all();
64 VG_STATIC
void vg_launch_opt(void)
69 VG_STATIC
int __respawn( int argc
, const char *argv
[] )
71 struct respawn_point
*rp
= NULL
, *r
;
75 for( int i
=0; i
<world
.spawn_count
; i
++ )
78 if( !strcmp( r
->name
, argv
[0] ) )
86 vg_warn( "No spawn named '%s'\n", argv
[0] );
91 float min_dist
= INFINITY
;
93 for( int i
=0; i
<world
.spawn_count
; i
++ )
96 float d
= v3_dist2( r
->co
, localplayer
.rb
.co
);
98 vg_info( "Dist %s : %f\n", r
->name
, d
);
109 vg_error( "No spawn found\n" );
111 if( !world
.spawn_count
)
114 rp
= &world
.spawns
[0];
117 player_spawn( &localplayer
, rp
);
121 VG_STATIC
void vg_preload(void)
127 vg_var_push( (struct vg_var
){
130 .data_type
= k_var_dtype_i32
,
131 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
135 vg_var_push( (struct vg_var
){
136 .name
= "cl_view_id",
138 .data_type
= k_var_dtype_i32
,
139 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
143 vg_var_push( (struct vg_var
){
145 .data
= &cl_light_edit
,
146 .data_type
= k_var_dtype_i32
,
147 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
151 vg_function_push( (struct vg_cmd
) {
153 .function
= __respawn
,
154 //.poll_suggest = reset_player_poll
157 vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" );
158 vg_info(" 2021-2022 |\\ /| | / | | | | /| \n" );
159 vg_info(" | \\ / | +-- / +----- +---' | / | \n" );
160 vg_info(" | \\ / | | / | | \\ | / | \n" );
161 vg_info(" | \\/ | | / | | \\ | / | \n" );
162 vg_info(" ' ' '--' [] '----- '----- ' ' '---' "
165 highscores_init( 2000, 50 );
166 if( !highscores_read() )
167 highscores_create_db();
169 vg_loader_step( NULL
, highscores_save_at_exit
);
172 vg_loader_step( NULL
, steam_end
);
173 vg_loader_step( network_init
, network_end
);
176 VG_STATIC
void load_playermodels(void)
178 vg_linear_clear( vg_mem
.scratch
);
181 * load in other player models. This may need to be more sophisticated in
182 * the futre if we have more of these guys
184 mdl_context ctx_default
,
188 mdl_open( &ctx_default
, "models/ch_new.mdl" );
189 mdl_load_metadata( &ctx_default
, vg_mem
.scratch
);
190 mdl_load_mesh_data( &ctx_default
, vg_mem
.scratch
);
191 mdl_close( &ctx_default
);
193 mdl_open( &ctx_outlaw
, "models/ch_outlaw.mdl" );
194 mdl_load_metadata( &ctx_outlaw
, vg_mem
.scratch
);
195 mdl_load_mesh_data( &ctx_outlaw
, vg_mem
.scratch
);
196 mdl_close( &ctx_outlaw
);
198 mdl_open( &ctx_jordan
, "models/ch_jordan.mdl" );
199 mdl_load_metadata( &ctx_jordan
, vg_mem
.scratch
);
200 mdl_load_mesh_data( &ctx_jordan
, vg_mem
.scratch
);
201 mdl_close( &ctx_jordan
);
203 vg_acquire_thread_sync();
205 mdl_unpack_glmesh( &ctx_default
, &localplayer_meshes
[0] );
206 mdl_unpack_glmesh( &ctx_outlaw
, &localplayer_meshes
[1] );
207 mdl_unpack_glmesh( &ctx_jordan
, &localplayer_meshes
[2] );
209 vg_release_thread_sync();
212 shader_viewchar_register();
213 vg_acquire_thread_sync();
215 vg_tex2d_init( (vg_tex2d
*[]){ &tex_characters
}, 1 );
217 vg_release_thread_sync();
220 VG_STATIC
void vg_load(void)
222 vg_loader_step( render_init
, NULL
);
223 //vg_loader_step( menu_init, NULL );
224 vg_loader_step( world_init
, NULL
);
225 //vg_loader_step( player_init, NULL );
226 //vg_loader_step( vehicle_init, NULL );
228 //vg_loader_step( player_model_init, NULL );
230 /* ----------------- */
231 vg_loader_step( load_playermodels
, NULL
);
234 player_interface_create_player( &localplayer
);
236 player_avatar_load( &localplayer_avatar
, "models/ch_new.mdl" );
237 player_use_avatar( &localplayer
, &localplayer_avatar
);
238 player_use_mesh( &localplayer
, &localplayer_meshes
[0] );
239 player_use_device( &localplayer
, &player_device_walk
, &localplayer_walk
);
240 player_use_device( &localplayer
, &player_device_skate
, &localplayer_skate
);
242 /* --------------------- */
245 vg_loader_step( audio_init
, audio_free
);
248 /* 'systems' are completely loaded now */
249 strcpy( world
.world_name
, "maps/mp_mtzero.mdl" );
250 strcpy( world
.world_name
, "maps/mp_gridmap.mdl" );
252 vg_console_load_autos();
255 VG_STATIC
void vg_start(void)
257 __respawn( 1, (const char *[]){ "start" } );
260 VG_STATIC
void draw_origin_axis(void)
262 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 1.0f
, 0.0f
, 0.0f
}, 0xffff0000 );
263 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 0.0f
, 1.0f
, 0.0f
}, 0xff00ff00 );
264 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 0.0f
, 0.0f
, 1.0f
}, 0xff0000ff );
267 VG_STATIC
void vg_update(void)
277 if( !gzoomer
.inside
)
281 player_pre_update( &localplayer
);
282 world_update( localplayer
.rb
.co
);
286 VG_STATIC
void vg_update_fixed(void)
291 if( !gzoomer
.inside
)
292 player_update_fixed();
294 vehicle_update_fixed();
297 player_update( &localplayer
);
301 VG_STATIC
void vg_update_post(void)
312 player_update_post();
316 player_post_update( &localplayer
);
320 vehicle_update_post();
325 VG_STATIC
void vg_framebuffer_resize( int w
, int h
)
330 VG_STATIC
void present_view_with_post_processing(void)
332 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
335 glDisable(GL_DEPTH_TEST
);
336 glBlendFunc(GL_ONE_MINUS_DST_ALPHA
, GL_DST_ALPHA
);
337 glBlendEquation(GL_FUNC_ADD
);
341 shader_blitblur_use();
342 shader_blitblur_uTexMain( 0 );
343 shader_blitblur_uTexMotion( 1 );
344 shader_blitblur_uBlurStrength(cl_blur_strength
/ (vg
.frame_delta
*60.0f
));
347 //v2_muls( (v2f){ 0.04f, 0.001f }, menu_opacity, menu_blurring );
348 v2_muls( (v2f
){ 0.04f
, 0.001f
}, 0.0f
, menu_blurring
);
349 shader_blitblur_uOverrideDir( menu_blurring
);
351 if( cl_view_id
== 0 )
352 render_fb_bind_texture( gpipeline
.fb_main
, 0, 0 );
353 else if( cl_view_id
== 1 )
354 render_fb_bind_texture( gpipeline
.fb_main
, 1, 0 );
356 render_fb_bind_texture( gpipeline
.fb_main
, 0, 0 );
358 render_fb_bind_texture( gpipeline
.fb_main
, 1, 1 );
363 shader_blit_uTexMain( 0 );
364 render_fb_bind_texture( gpipeline
.fb_main
, 0, 0 );
370 VG_STATIC
void render_player_transparent(void)
372 static camera small_cam
; /* DOES NOT NEED TO BE STATIC BUT MINGW
375 m4x3_copy( main_camera
.transform
, small_cam
.transform
);
377 small_cam
.fov
= main_camera
.fov
;
378 small_cam
.nearz
= 0.05f
;
379 small_cam
.farz
= 60.0f
;
381 camera_update_view( &small_cam
);
382 camera_update_projection( &small_cam
);
383 camera_finalize( &small_cam
);
385 /* Draw player to window buffer and blend background ontop */
386 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
387 player_render( &small_cam
, &localplayer
);
390 VG_STATIC
void render_scene(void)
392 render_fb_bind( gpipeline
.fb_main
);
393 glClearColor( 0.0f
, 0.0f
, 0.0f
, 1.0f
);
394 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
|GL_STENCIL_BUFFER_BIT
);
397 glEnable( GL_DEPTH_TEST
);
399 render_world( &main_camera
);
403 int player_transparent
= 1,
406 if( !player_transparent
&& player_draw
)
407 player_render( &main_camera
, &localplayer
);
409 render_water_texture( &main_camera
);
410 render_fb_bind( gpipeline
.fb_main
);
411 render_water_surface( &main_camera
);
412 render_world_gates( &main_camera
);
414 if( player_transparent
&& player_draw
)
415 render_player_transparent();
418 VG_STATIC
void render_menu(void)
420 glClear( GL_DEPTH_BUFFER_BIT
);
422 menu_render( &main_camera
);
426 VG_STATIC
void render_main_game(void)
429 static float fov
= 60.0f
;
430 float fov_target
= vg_lerpf( 90.0f
, 110.0f
, cl_fov
);
432 if( player
.controller
== k_player_controller_skate
)
433 fov_target
= vg_lerpf( 97.0f
, 135.0f
, cl_fov
);
436 fov_target
= menu_fov_target
;
437 fov
= vg_lerpf( fov
, fov_target
, vg
.frame_delta
* 2.0f
);
438 fov
= freecam
? 60.0f
: fov
;
440 main_camera
.fov
= fov
;
443 /* copy camera from player.
444 * TODO: blend with camera from menu */
447 player_pre_render( &localplayer
);
449 v3_copy( localplayer
.cam
.pos
, main_camera
.pos
);
450 v3_copy( localplayer
.cam
.angles
, main_camera
.angles
);
451 main_camera
.fov
= localplayer
.cam
.fov
;
452 main_camera
.nearz
= 0.1f
;
453 main_camera
.farz
= 2100.0f
;
455 camera_update_transform( &main_camera
);
456 camera_update_view( &main_camera
);
457 camera_update_projection( &main_camera
);
458 camera_finalize( &main_camera
);
460 /* ========== Begin Frame ========== */
463 present_view_with_post_processing();
469 render_player_transparent();
473 /* =========== End Frame =========== */
476 VG_STATIC
void vg_render(void)
478 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
480 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
481 glDisable( GL_DEPTH_TEST
);
483 glClearColor( 1.0f
, 0.0f
, 0.0f
, 0.0f
);
484 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
);
490 glDisable( GL_DEPTH_TEST
);
491 vg_lines_drawall( (float *)main_camera
.mtx
.pv
);
492 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
495 VG_STATIC
void run_light_widget( struct light_widget
*lw
);
496 VG_STATIC
void vg_ui(void)
498 player_ui( &localplayer
);
506 vg_uictx
.cursor
[0] = 10;
507 vg_uictx
.cursor
[1] = 10;
508 vg_uictx
.cursor
[2] = 200;
509 vg_uictx
.cursor
[3] = 20;
511 struct ub_world_lighting
*wl
= &gpipeline
.ub_world_lighting
;
512 struct ui_slider_vector
513 s5
= { .min
=0.0f
, .max
=2.0f
, .len
=3, .data
=wl
->g_ambient_colour
};
516 s8
= { .min
=0.0f
, .max
=2.0f
, .data
= &gpipeline
.shadow_spread
},
517 s9
= { .min
=0.0f
, .max
=25.0f
, .data
= &gpipeline
.shadow_length
};
519 for( int i
=0; i
<3; i
++ )
520 run_light_widget( &gpipeline
.widgets
[i
] );
522 ui_text( vg_uictx
.cursor
, "Ambient", 1, 0 );
523 vg_uictx
.cursor
[1] += 16;
524 ui_slider_vector( &s5
);
526 ui_text( vg_uictx
.cursor
, "Shadows", 1, 0 );
527 vg_uictx
.cursor
[1] += 16;
531 ui_text( vg_uictx
.cursor
, "Misc", 1, 0 );
532 vg_uictx
.cursor
[1] += 16;
533 struct ui_checkbox c1
= {.data
= &wl
->g_light_preview
};
536 render_update_lighting_ub();
539 //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
542 render_world_routes_ui();
544 //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
546 audio_debug_soundscapes();
547 render_view_framebuffer_ui();
550 player_physics_gui();
554 VG_STATIC
void run_light_widget( struct light_widget
*lw
)
556 struct ui_checkbox c1
= { .data
=&lw
->enabled
};
562 struct ui_slider_vector
563 colour
= { .min
=0.0f
, .max
=2.0f
, .len
=3, .data
=lw
->colour
},
564 dir
= { .min
=-VG_PIf
, .max
=VG_PIf
, .len
=2, .data
=lw
->dir
};
566 ui_slider_vector( &colour
);
567 vg_uictx
.cursor
[1] += 4;
568 ui_slider_vector( &dir
);
572 VG_STATIC
void run_debug_info(void)
577 snprintf( buf
, 40, "%.2fm/s", v3_length( player
.rb
.v
) );
578 ui_text( (ui_px
[2]){ 0, 0 }, buf
, 1, k_text_align_left
);
580 snprintf( buf
, 40, "%.2f %.2f %.2f m/s",
581 player
.phys
.a
[0], player
.phys
.a
[1], player
.phys
.a
[2] );
582 ui_text( (ui_px
[2]){ 0, 20 }, buf
, 1, k_text_align_left
);
584 snprintf( buf
, 40, "pos %.2f %.2f %.2f",
585 player
.phys
.rb
.co
[0], player
.phys
.rb
.co
[1], player
.phys
.rb
.co
[2] );
586 ui_text( (ui_px
[2]){ 0, 40 }, buf
, 1, k_text_align_left
);
588 if( vg_input
.controller_handle
)
590 for( int i
=0; i
<vg_list_size(vg_input
.controller_axises
); i
++ )
592 snprintf( buf
, 40, "%.2f", vg_input
.controller_axises
[i
] );
593 ui_text( (ui_px
[2]){ 0, (i
+3)*20 }, buf
, 1, k_text_align_left
);
598 ui_text( (ui_px
[2]){ 0, 60 },
599 "Gamepad not ready", 1, k_text_align_left
);