dead
[carveJwlIkooP6JGAAIwe30JlM.git] / skaterift.c
1 /*
2 * =============================================================================
3 *
4 * Copyright . . . -----, ,----- ,---. .---.
5 * 2021-2023 |\ /| | / | | | | /|
6 * | \ / | +-- / +----- +---' | / |
7 * | \ / | | / | | \ | / |
8 * | \/ | | / | | \ | / |
9 * ' ' '--' [] '----- '----- ' ' '---' SOFTWARE
10 *
11 * =============================================================================
12 */
13
14 #define SR_NETWORKED
15 #include "common.h"
16 #include "conf.h"
17 #include "steam.h"
18 #include "render.h"
19 #include "audio.h"
20 #include "world.h"
21
22 #if 0
23 #include "player.h"
24 #else
25
26 #include "player.h"
27 VG_STATIC player_instance localplayer;
28
29 #if 0
30
31 #include "player_interface.h"
32 #include "player_device_walk.h"
33 #include "player_device_skate.h"
34 #include "player_device_dead.h"
35 #include "player_model.h"
36
37
38 /* temp */
39 VG_STATIC player_interface localplayer;
40 #endif
41
42 VG_STATIC struct player_avatar localplayer_avatar;
43 VG_STATIC glmesh localplayer_meshes[3];
44 vg_tex2d localplayer_texture = { .path = "textures/ch_gradient.qoi" };
45
46 #endif
47
48 #include "network.h"
49
50 #if 0
51 #include "menu.h"
52 #endif
53 #include "vehicle.h"
54
55 static int cl_ui = 1,
56 cl_view_id = 0,
57 cl_light_edit = 0;
58
59 int main( int argc, char *argv[] )
60 {
61 vg_mem.use_libc_malloc = 0;
62 vg_set_mem_quota( 160*1024*1024 );
63 vg_enter( argc, argv, "Voyager Game Engine" );
64
65 return 0;
66 }
67
68 VG_STATIC void highscores_save_at_exit(void)
69 {
70 highscores_serialize_all();
71 }
72
73 VG_STATIC void vg_launch_opt(void)
74 {
75
76 }
77
78 VG_STATIC int __kill( int argc, const char *argv[] )
79 {
80 #if 0
81 player_use_device( &localplayer, &player_device_dead, &localplayer_dead );
82 #endif
83 return 0;
84 }
85
86 VG_STATIC int __respawn( int argc, const char *argv[] )
87 {
88 struct respawn_point *rp = NULL, *r;
89
90 if( argc == 1 )
91 {
92 for( int i=0; i<world.spawn_count; i++ )
93 {
94 r = &world.spawns[i];
95 if( !strcmp( r->name, argv[0] ) )
96 {
97 rp = r;
98 break;
99 }
100 }
101
102 if( !rp )
103 vg_warn( "No spawn named '%s'\n", argv[0] );
104 }
105
106 if( !rp )
107 {
108 float min_dist = INFINITY;
109
110 for( int i=0; i<world.spawn_count; i++ )
111 {
112 r = &world.spawns[i];
113 float d = v3_dist2( r->co, localplayer.rb.co );
114
115 vg_info( "Dist %s : %f\n", r->name, d );
116 if( d < min_dist )
117 {
118 min_dist = d;
119 rp = r;
120 }
121 }
122 }
123
124 if( !rp )
125 {
126 vg_error( "No spawn found\n" );
127
128 if( !world.spawn_count )
129 return 0;
130
131 rp = &world.spawns[0];
132 }
133
134 player__spawn( &localplayer, rp );
135 return 1;
136 }
137
138 VG_STATIC void vg_preload(void)
139 {
140 g_conf_init();
141
142 common_var_temp();
143
144 vg_var_push( (struct vg_var){
145 .name = "cl_ui",
146 .data = &cl_ui,
147 .data_type = k_var_dtype_i32,
148 .opt_i32 = { .min=0, .max=1, .clamp=1 },
149 .persistent = 0
150 });
151
152 vg_var_push( (struct vg_var){
153 .name = "cl_view_id",
154 .data = &cl_view_id,
155 .data_type = k_var_dtype_i32,
156 .opt_i32 = { .min=0, .max=1, .clamp=1 },
157 .persistent = 0
158 });
159
160 vg_var_push( (struct vg_var){
161 .name = "ledit",
162 .data = &cl_light_edit,
163 .data_type = k_var_dtype_i32,
164 .opt_i32 = { .min=0, .max=1, .clamp=1 },
165 .persistent = 0
166 });
167
168 vg_function_push( (struct vg_cmd) {
169 .name = "respawn",
170 .function = __respawn,
171 //.poll_suggest = reset_player_poll
172 });
173
174 vg_function_push( (struct vg_cmd) {
175 .name = "ded",
176 .function = __kill,
177 //.poll_suggest = reset_player_poll
178 });
179
180 vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" );
181 vg_info(" 2021-2022 |\\ /| | / | | | | /| \n" );
182 vg_info(" | \\ / | +-- / +----- +---' | / | \n" );
183 vg_info(" | \\ / | | / | | \\ | / | \n" );
184 vg_info(" | \\/ | | / | | \\ | / | \n" );
185 vg_info(" ' ' '--' [] '----- '----- ' ' '---' "
186 "SOFTWARE\n" );
187
188 highscores_init( 2000, 50 );
189 if( !highscores_read() )
190 highscores_create_db();
191
192 vg_loader_step( NULL, highscores_save_at_exit );
193
194 steam_init();
195 vg_loader_step( NULL, steam_end );
196 vg_loader_step( network_init, network_end );
197 }
198
199 VG_STATIC void load_playermodels(void)
200 {
201 vg_linear_clear( vg_mem.scratch );
202
203 /*
204 * load in other player models. This may need to be more sophisticated in
205 * the futre if we have more of these guys
206 */
207 mdl_context ctx_default,
208 ctx_outlaw,
209 ctx_jordan;
210
211 mdl_open( &ctx_default, "models/ch_new.mdl" );
212 mdl_load_metadata( &ctx_default, vg_mem.scratch );
213 mdl_load_mesh_data( &ctx_default, vg_mem.scratch );
214 mdl_close( &ctx_default );
215
216 mdl_open( &ctx_outlaw, "models/ch_outlaw.mdl" );
217 mdl_load_metadata( &ctx_outlaw, vg_mem.scratch );
218 mdl_load_mesh_data( &ctx_outlaw, vg_mem.scratch );
219 mdl_close( &ctx_outlaw );
220
221 mdl_open( &ctx_jordan, "models/ch_jordan.mdl" );
222 mdl_load_metadata( &ctx_jordan, vg_mem.scratch );
223 mdl_load_mesh_data( &ctx_jordan, vg_mem.scratch );
224 mdl_close( &ctx_jordan );
225
226 vg_acquire_thread_sync();
227 {
228 mdl_unpack_glmesh( &ctx_default, &localplayer_meshes[0] );
229 mdl_unpack_glmesh( &ctx_outlaw, &localplayer_meshes[1] );
230 mdl_unpack_glmesh( &ctx_jordan, &localplayer_meshes[2] );
231 }
232 vg_release_thread_sync();
233
234 /* FIXME: hack */
235 shader_viewchar_register();
236 vg_acquire_thread_sync();
237 {
238 vg_tex2d_init( (vg_tex2d *[]){ &localplayer_texture }, 1 );
239 }
240 vg_release_thread_sync();
241 }
242
243 VG_STATIC void vg_load(void)
244 {
245 vg_loader_step( render_init, NULL );
246 //vg_loader_step( menu_init, NULL );
247 vg_loader_step( world_init, NULL );
248 //vg_loader_step( player_init, NULL );
249 //vg_loader_step( vehicle_init, NULL );
250 //
251 //vg_loader_step( player_model_init, NULL );
252
253 /* ----------------- */
254 vg_loader_step( load_playermodels, NULL );
255
256 /* player setup */
257 player__create( &localplayer );
258 player_avatar_load( &localplayer_avatar, "models/ch_new.mdl" );
259 player__use_avatar( &localplayer, &localplayer_avatar );
260 player__use_mesh( &localplayer, &localplayer_meshes[0] );
261 player__use_texture( &localplayer, &localplayer_texture );
262 player__bind( &localplayer );
263
264 /* --------------------- */
265
266 vg_bake_shaders();
267 vg_loader_step( audio_init, audio_free );
268 world_audio_init();
269
270 /* 'systems' are completely loaded now */
271 strcpy( world.world_name, "maps/mp_mtzero.mdl" );
272 strcpy( world.world_name, "maps/mp_gridmap.mdl" );
273 world_load();
274 vg_console_load_autos();
275 }
276
277 VG_STATIC void vg_start(void)
278 {
279 __respawn( 1, (const char *[]){ "start" } );
280 }
281
282 VG_STATIC void draw_origin_axis(void)
283 {
284 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 1.0f, 0.0f, 0.0f }, 0xffff0000 );
285 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 1.0f, 0.0f }, 0xff00ff00 );
286 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 0.0f, 1.0f }, 0xff0000ff );
287 }
288
289 VG_STATIC void vg_update(void)
290 {
291 steam_update();
292
293 if( vg.is_loaded )
294 {
295 draw_origin_axis();
296 network_update();
297
298 #if 0
299 if( !gzoomer.inside )
300 player_update_pre();
301 #endif
302
303 player__pre_update( &localplayer );
304 world_update( localplayer.rb.co );
305 }
306 }
307
308 VG_STATIC void vg_update_fixed(void)
309 {
310 if( vg.is_loaded )
311 {
312 #if 0
313 if( !gzoomer.inside )
314 player_update_fixed();
315
316 vehicle_update_fixed();
317 #endif
318
319 player__update( &localplayer );
320 }
321 }
322
323 VG_STATIC void vg_update_post(void)
324 {
325 if( vg.is_loaded )
326 {
327 #if 0
328 if( gzoomer.inside )
329 {
330 vehicle_camera();
331 }
332 else
333 {
334 player_update_post();
335 }
336 #endif
337
338 player__post_update( &localplayer );
339
340 #if 0
341 menu_update();
342 vehicle_update_post();
343 #endif
344 }
345 }
346
347 VG_STATIC void vg_framebuffer_resize( int w, int h )
348 {
349 render_fb_resize();
350 }
351
352 VG_STATIC void present_view_with_post_processing(void)
353 {
354 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
355
356 glEnable(GL_BLEND);
357 glDisable(GL_DEPTH_TEST);
358 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
359 glBlendEquation(GL_FUNC_ADD);
360
361 if( cl_blur )
362 {
363 shader_blitblur_use();
364 shader_blitblur_uTexMain( 0 );
365 shader_blitblur_uTexMotion( 1 );
366 shader_blitblur_uBlurStrength(cl_blur_strength / (vg.frame_delta*60.0f));
367
368 v2f menu_blurring;
369 //v2_muls( (v2f){ 0.04f, 0.001f }, menu_opacity, menu_blurring );
370 v2_muls( (v2f){ 0.04f, 0.001f }, 0.0f, menu_blurring );
371 shader_blitblur_uOverrideDir( menu_blurring );
372
373 if( cl_view_id == 0 )
374 render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
375 else if( cl_view_id == 1 )
376 render_fb_bind_texture( gpipeline.fb_main, 1, 0 );
377 else
378 render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
379
380 render_fb_bind_texture( gpipeline.fb_main, 1, 1 );
381 }
382 else
383 {
384 shader_blit_use();
385 shader_blit_uTexMain( 0 );
386 render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
387 }
388
389 render_fsquad();
390 }
391
392 VG_STATIC void render_player_transparent(void)
393 {
394 static camera small_cam; /* DOES NOT NEED TO BE STATIC BUT MINGW
395 SAIS OTHERWISE */
396
397 m4x3_copy( main_camera.transform, small_cam.transform );
398
399 small_cam.fov = main_camera.fov;
400 small_cam.nearz = 0.05f;
401 small_cam.farz = 60.0f;
402
403 camera_update_view( &small_cam );
404 camera_update_projection( &small_cam );
405 camera_finalize( &small_cam );
406
407 /* Draw player to window buffer and blend background ontop */
408 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
409 player__render( &small_cam, &localplayer );
410 }
411
412 VG_STATIC void render_scene(void)
413 {
414 render_fb_bind( gpipeline.fb_main );
415 glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
416 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
417
418 /* Draw world */
419 glEnable( GL_DEPTH_TEST );
420 render_world( &main_camera );
421
422
423
424 int player_transparent = 1,
425 player_draw = 1;
426
427 if( !player_transparent && player_draw )
428 player__render( &main_camera, &localplayer );
429
430 render_water_texture( &main_camera );
431 render_fb_bind( gpipeline.fb_main );
432 render_water_surface( &main_camera );
433 render_world_gates( &main_camera );
434
435 if( player_transparent && player_draw )
436 render_player_transparent();
437 }
438
439 VG_STATIC void render_menu(void)
440 {
441 glClear( GL_DEPTH_BUFFER_BIT );
442 #if 0
443 menu_render( &main_camera );
444 #endif
445 }
446
447 VG_STATIC void render_main_game(void)
448 {
449 #if 0
450 static float fov = 60.0f;
451 float fov_target = vg_lerpf( 90.0f, 110.0f, cl_fov );
452
453 if( player.controller == k_player_controller_skate )
454 fov_target = vg_lerpf( 97.0f, 135.0f, cl_fov );
455
456 if( cl_menu )
457 fov_target = menu_fov_target;
458 fov = vg_lerpf( fov, fov_target, vg.frame_delta * 2.0f );
459 fov = freecam? 60.0f: fov;
460
461 main_camera.fov = fov;
462 #endif
463
464 /* copy camera from player.
465 * TODO: blend with camera from menu */
466
467 /* FIXME: TEMP!! */
468 player__pre_render( &localplayer );
469
470 v3_copy( localplayer.cam.pos, main_camera.pos );
471 v3_copy( localplayer.cam.angles, main_camera.angles );
472 main_camera.fov = localplayer.cam.fov;
473 main_camera.nearz = 0.1f;
474 main_camera.farz = 2100.0f;
475
476 camera_update_transform( &main_camera );
477 camera_update_view( &main_camera );
478 camera_update_projection( &main_camera );
479 camera_finalize( &main_camera );
480
481 /* ========== Begin Frame ========== */
482
483 render_scene();
484 present_view_with_post_processing();
485
486 #if 0
487 if( cl_menu )
488 {
489 render_menu();
490 render_player_transparent();
491 }
492 #endif
493
494 /* =========== End Frame =========== */
495 }
496
497 VG_STATIC void vg_render(void)
498 {
499 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
500
501 glViewport( 0,0, vg.window_x, vg.window_y );
502 glDisable( GL_DEPTH_TEST );
503
504 glClearColor( 1.0f, 0.0f, 0.0f, 0.0f );
505 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
506
507 render_main_game();
508
509 /* Other shite */
510 glDisable(GL_BLEND);
511 glDisable( GL_DEPTH_TEST );
512 vg_lines_drawall( (float *)main_camera.mtx.pv );
513 glViewport( 0,0, vg.window_x, vg.window_y );
514 }
515
516 VG_STATIC void run_light_widget( struct light_widget *lw );
517 VG_STATIC void vg_ui(void)
518 {
519 player__im_gui( &localplayer );
520
521 #if 0
522 menu_crap_ui();
523 #endif
524
525 if( cl_light_edit )
526 {
527 vg_uictx.cursor[0] = 10;
528 vg_uictx.cursor[1] = 10;
529 vg_uictx.cursor[2] = 200;
530 vg_uictx.cursor[3] = 20;
531
532 struct ub_world_lighting *wl = &gpipeline.ub_world_lighting;
533 struct ui_slider_vector
534 s5 = { .min=0.0f, .max=2.0f, .len=3, .data=wl->g_ambient_colour };
535
536 struct ui_slider
537 s8 = { .min=0.0f, .max=2.0f, .data = &gpipeline.shadow_spread },
538 s9 = { .min=0.0f, .max=25.0f, .data = &gpipeline.shadow_length };
539
540 for( int i=0; i<3; i++ )
541 run_light_widget( &gpipeline.widgets[i] );
542
543 ui_text( vg_uictx.cursor, "Ambient", 1, 0 );
544 vg_uictx.cursor[1] += 16;
545 ui_slider_vector( &s5 );
546
547 ui_text( vg_uictx.cursor, "Shadows", 1, 0 );
548 vg_uictx.cursor[1] += 16;
549 ui_slider( &s8 );
550 ui_slider( &s9 );
551
552 ui_text( vg_uictx.cursor, "Misc", 1, 0 );
553 vg_uictx.cursor[1] += 16;
554 struct ui_checkbox c1 = {.data = &wl->g_light_preview};
555 ui_checkbox( &c1 );
556
557 render_update_lighting_ub();
558 }
559
560 //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
561 if( cl_ui )
562 {
563 render_world_routes_ui();
564 }
565 //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
566
567 audio_debug_soundscapes();
568 render_view_framebuffer_ui();
569
570 #if 0
571 player_physics_gui();
572 #endif
573 }
574
575 VG_STATIC void run_light_widget( struct light_widget *lw )
576 {
577 struct ui_checkbox c1 = { .data=&lw->enabled };
578
579 ui_checkbox( &c1 );
580
581 if( lw->enabled )
582 {
583 struct ui_slider_vector
584 colour = { .min=0.0f, .max=2.0f, .len=3, .data=lw->colour },
585 dir = { .min=-VG_PIf, .max=VG_PIf, .len=2, .data=lw->dir };
586
587 ui_slider_vector( &colour );
588 vg_uictx.cursor[1] += 4;
589 ui_slider_vector( &dir );
590 }
591 }
592
593 VG_STATIC void run_debug_info(void)
594 {
595 #if 0
596 char buf[40];
597
598 snprintf( buf, 40, "%.2fm/s", v3_length( player.rb.v ) );
599 ui_text( (ui_px [2]){ 0, 0 }, buf, 1, k_text_align_left );
600
601 snprintf( buf, 40, "%.2f %.2f %.2f m/s",
602 player.phys.a[0], player.phys.a[1], player.phys.a[2] );
603 ui_text( (ui_px [2]){ 0, 20 }, buf, 1, k_text_align_left );
604
605 snprintf( buf, 40, "pos %.2f %.2f %.2f",
606 player.phys.rb.co[0], player.phys.rb.co[1], player.phys.rb.co[2] );
607 ui_text( (ui_px [2]){ 0, 40 }, buf, 1, k_text_align_left );
608
609 if( vg_input.controller_handle )
610 {
611 for( int i=0; i<vg_list_size(vg_input.controller_axises); i++ )
612 {
613 snprintf( buf, 40, "%.2f", vg_input.controller_axises[i] );
614 ui_text( (ui_px [2]){ 0, (i+3)*20 }, buf, 1, k_text_align_left );
615 }
616 }
617 else
618 {
619 ui_text( (ui_px [2]){ 0, 60 },
620 "Gamepad not ready", 1, k_text_align_left );
621 }
622 #endif
623 }