2 * =============================================================================
4 * Copyright . . . -----, ,----- ,---. .---.
5 * 2021-2023 |\ /| | / | | | | /|
6 * | \ / | +-- / +----- +---' | / |
7 * | \ / | | / | | \ | / |
8 * | \/ | | / | | \ | / |
9 * ' ' '--' [] '----- '----- ' ' '---' SOFTWARE
11 * =============================================================================
25 static player_instance localplayer
;
26 VG_STATIC
struct player_avatar localplayer_avatar
;
27 VG_STATIC glmesh localplayer_meshes
[3];
28 vg_tex2d localplayer_texture
= { .path
= "textures/ch_gradient.qoi" };
30 player_instance
*tmp_localplayer(void)
43 int main( int argc
, char *argv
[] )
45 vg_mem
.use_libc_malloc
= 0;
46 vg_set_mem_quota( 160*1024*1024 );
47 vg_enter( argc
, argv
, "Voyager Game Engine" );
52 VG_STATIC
void highscores_save_at_exit(void)
54 highscores_serialize_all();
57 VG_STATIC
void vg_launch_opt(void)
62 VG_STATIC
int __kill( int argc
, const char *argv
[] )
65 player_use_device( &localplayer
, &player_device_dead
, &localplayer_dead
);
70 VG_STATIC
int __respawn( int argc
, const char *argv
[] )
72 ent_spawn
*rp
= NULL
, *r
;
73 world_instance
*world
= get_active_world();
76 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_spawn
); i
++ ){
77 r
= mdl_arritm( &world
->ent_spawn
, i
);
78 if( !strcmp( mdl_pstr(&world
->meta
, r
->pstr_name
),argv
[0] ) ){
85 vg_warn( "No spawn named '%s'\n", argv
[0] );
89 float min_dist
= INFINITY
;
91 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_spawn
); i
++ ){
92 r
= mdl_arritm( &world
->ent_spawn
, i
);
93 float d
= v3_dist2( r
->transform
.co
, localplayer
.rb
.co
);
103 vg_error( "No spawn found\n" );
105 if( !mdl_arrcount(&world
->ent_spawn
) )
108 rp
= mdl_arritm( &world
->ent_spawn
, 0 );
111 player__spawn( &localplayer
, rp
);
115 VG_STATIC
void vg_preload(void)
121 vg_var_push( (struct vg_var
){
124 .data_type
= k_var_dtype_i32
,
125 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
129 vg_var_push( (struct vg_var
){
130 .name
= "cl_view_id",
132 .data_type
= k_var_dtype_i32
,
133 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
137 vg_var_push( (struct vg_var
){
139 .data
= &cl_light_edit
,
140 .data_type
= k_var_dtype_i32
,
141 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
145 vg_function_push( (struct vg_cmd
) {
147 .function
= __respawn
,
148 //.poll_suggest = reset_player_poll
151 vg_function_push( (struct vg_cmd
) {
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", vg_mem
.scratch
);
189 mdl_load_metadata_block( &ctx_default
, vg_mem
.scratch
);
190 mdl_load_mesh_block( &ctx_default
, vg_mem
.scratch
);
191 mdl_close( &ctx_default
);
193 mdl_open( &ctx_outlaw
, "models/ch_outlaw.mdl", vg_mem
.scratch
);
194 mdl_load_metadata_block( &ctx_outlaw
, vg_mem
.scratch
);
195 mdl_load_mesh_block( &ctx_outlaw
, vg_mem
.scratch
);
196 mdl_close( &ctx_outlaw
);
198 mdl_open( &ctx_jordan
, "models/ch_jordan.mdl", vg_mem
.scratch
);
199 mdl_load_metadata_block( &ctx_jordan
, vg_mem
.scratch
);
200 mdl_load_mesh_block( &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_model_character_view_register();
213 vg_acquire_thread_sync();
215 vg_tex2d_init( (vg_tex2d
*[]){ &localplayer_texture
}, 1 );
217 vg_release_thread_sync();
220 void temp_update_playermodel(void){
221 player__use_mesh( &localplayer
, &localplayer_meshes
[cl_playermdl_id
] );
224 VG_STATIC
void vg_load(void)
226 vg_loader_step( render_init
, NULL
);
227 vg_loader_step( menu_init
, NULL
);
228 vg_loader_step( world_init
, NULL
);
229 //vg_loader_step( player_init, NULL );
230 //vg_loader_step( vehicle_init, NULL );
232 //vg_loader_step( player_model_init, NULL );
234 /* ----------------- */
235 vg_loader_step( load_playermodels
, NULL
);
238 player__create( &localplayer
);
239 player_avatar_load( &localplayer_avatar
, "models/ch_new.mdl" );
240 player__use_avatar( &localplayer
, &localplayer_avatar
);
241 player__use_mesh( &localplayer
, &localplayer_meshes
[cl_playermdl_id
] );
242 player__use_texture( &localplayer
, &localplayer_texture
);
243 player__bind( &localplayer
);
245 /* --------------------- */
248 vg_loader_step( audio_init
, audio_free
);
250 /* 'systems' are completely loaded now */
252 /* load home world */
253 world_load( &world_global
.worlds
[0], "maps/mp_mtzero.mdl" );
256 world_load( &world_global
.worlds
[1], "maps/mp_gridmap.mdl" );
257 world_link_nonlocal_gates( 0, 1 );
258 world_load( &world_global
.worlds
[2], "maps/mp_mtzero.mdl" );
259 world_link_nonlocal_gates( 0, 2 );
262 vg_console_load_autos();
265 VG_STATIC
void vg_start(void)
267 __respawn( 1, (const char *[]){ "start" } );
270 VG_STATIC
void draw_origin_axis(void)
272 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 1.0f
, 0.0f
, 0.0f
}, 0xffff0000 );
273 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 0.0f
, 1.0f
, 0.0f
}, 0xff00ff00 );
274 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 0.0f
, 0.0f
, 1.0f
}, 0xff0000ff );
277 VG_STATIC
void vg_update(void)
287 if( !gzoomer
.inside
)
291 player__pre_update( &localplayer
);
292 world_update( get_active_world(), localplayer
.rb
.co
);
298 VG_STATIC
void vg_update_fixed(void)
303 if( !gzoomer
.inside
)
304 player_update_fixed();
306 vehicle_update_fixed();
309 player__update( &localplayer
);
313 VG_STATIC
void vg_update_post(void)
324 player_update_post();
328 player__post_update( &localplayer
);
331 float inr3
= 0.57735027,
332 inr2
= 0.70710678118;
334 v3f sample_directions
[] = {
335 { -1.0f
, 0.0f
, 0.0f
},
336 { 1.0f
, 0.0f
, 0.0f
},
337 { 0.0f
, 0.0f
, 1.0f
},
338 { 0.0f
, 0.0f
, -1.0f
},
339 { 0.0f
, 1.0f
, 0.0f
},
340 { 0.0f
, -1.0f
, 0.0f
},
341 { -inr3
, inr3
, inr3
},
342 { inr3
, inr3
, inr3
},
343 { -inr3
, inr3
, -inr3
},
344 { inr3
, inr3
, -inr3
},
345 { -inr2
, 0.0f
, inr2
},
346 { inr2
, 0.0f
, inr2
},
347 { -inr2
, 0.0f
, -inr2
},
348 { inr2
, 0.0f
, -inr2
},
352 static float distances
[16];
358 v3_copy( sample_directions
[ si
], rd
);
359 v3_add( localplayer
.rb
.co
, (v3f
){0.0f
,1.5f
,0.0f
}, ro
);
364 for( int i
=0; i
<10; i
++ ){
365 if( ray_world( get_active_world(), rc
, rd
, &ray
) ){
366 dist
= (float)i
*5.0f
+ ray
.dist
;
370 v3_muladds( rc
, rd
, ray
.dist
, rc
);
374 distances
[si
] = dist
;
377 for( int i
=0; i
<14; i
++ ){
378 if( distances
[i
] != 200.0f
){
379 u32 colours
[] = { VG__RED
, VG__BLUE
, VG__GREEN
,
380 VG__CYAN
, VG__YELOW
, VG__PINK
,
383 u32 colour
= colours
[i
%7];
386 v3_muladds( ro
, sample_directions
[i
], distances
[i
], p1
);
387 vg_line( ro
, p1
, colour
);
388 vg_line_pt3( p1
, 0.1f
, colour
);
399 vg_dsp
.echo_distances
[si
] = dist
;
401 v3f ears
= { 1.0f
,0.0f
,0.0f
};
402 m3x3_mulv( main_camera
.transform
, ears
, ears
);
403 v3_copy( ears
, vg_audio
.external_listener_ears
);
404 v3_copy( main_camera
.transform
[3], vg_audio
.external_listener_pos
);
406 /* TODO: this is transformed back and fourth twice. */
407 if( localplayer
.gate_waiting
){
408 m4x3_mulv( localplayer
.gate_waiting
->transport
,
409 vg_audio
.external_listener_pos
,
410 vg_audio
.external_listener_pos
);
413 v3_copy( localplayer
.rb
.v
, vg_audio
.external_lister_velocity
);
418 vehicle_update_post();
423 VG_STATIC
void vg_framebuffer_resize( int w
, int h
)
428 VG_STATIC
void present_view_with_post_processing(void)
430 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
433 glDisable(GL_DEPTH_TEST
);
434 glBlendFunc(GL_ONE_MINUS_DST_ALPHA
, GL_DST_ALPHA
);
435 glBlendEquation(GL_FUNC_ADD
);
438 shader_blitblur_use();
439 shader_blitblur_uTexMain( 0 );
440 shader_blitblur_uTexMotion( 1 );
441 shader_blitblur_uBlurStrength(cl_blur_strength
/ (vg
.frame_delta
*60.0f
));
444 v2_muls( (v2f
){ 0.04f
, 0.001f
}, menu_opacity
, menu_blurring
);
445 shader_blitblur_uOverrideDir( menu_blurring
);
447 if( cl_view_id
== 0 )
448 render_fb_bind_texture( gpipeline
.fb_main
, 0, 0 );
449 else if( cl_view_id
== 1 )
450 render_fb_bind_texture( gpipeline
.fb_main
, 1, 0 );
452 render_fb_bind_texture( gpipeline
.fb_main
, 0, 0 );
454 render_fb_bind_texture( gpipeline
.fb_main
, 1, 1 );
458 shader_blit_uTexMain( 0 );
459 render_fb_bind_texture( gpipeline
.fb_main
, 0, 0 );
465 VG_STATIC
void render_player_transparent(void)
467 static camera small_cam
; /* DOES NOT NEED TO BE STATIC BUT MINGW
470 m4x3_copy( main_camera
.transform
, small_cam
.transform
);
472 small_cam
.fov
= main_camera
.fov
;
473 small_cam
.nearz
= 0.05f
;
474 small_cam
.farz
= 60.0f
;
476 camera_update_view( &small_cam
);
477 camera_update_projection( &small_cam
);
478 camera_finalize( &small_cam
);
480 /* Draw player to window buffer and blend background ontop */
481 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
482 player__render( &small_cam
, &localplayer
);
485 VG_STATIC
void render_scene(void)
487 render_fb_bind( gpipeline
.fb_main
);
488 glClearColor( 0.0f
, 0.0f
, 0.0f
, 1.0f
);
489 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
|GL_STENCIL_BUFFER_BIT
);
492 glEnable( GL_DEPTH_TEST
);
494 world_instance
*view_world
= localplayer
.viewable_world
;
496 if( view_world
== NULL
){
497 glClearColor( 0.25f
, 0.25f
, 0.0f
, 1.0f
);
498 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
|GL_STENCIL_BUFFER_BIT
);
502 render_world( view_world
, &main_camera
, 0 );
505 render_water_texture( view_world
, &main_camera
, 0 );
506 render_fb_bind( gpipeline
.fb_main
);
507 render_water_surface( view_world
, &main_camera
);
510 if( localplayer
.gate_waiting
) depth
= 0;
511 render_world_gates( view_world
, &main_camera
, depth
);
514 render_player_transparent();
517 VG_STATIC
void render_main_game(void)
520 static float fov
= 60.0f
;
521 float fov_target
= vg_lerpf( 90.0f
, 110.0f
, cl_fov
);
523 if( player
.controller
== k_player_controller_skate
)
524 fov_target
= vg_lerpf( 97.0f
, 135.0f
, cl_fov
);
527 fov_target
= menu_fov_target
;
528 fov
= vg_lerpf( fov
, fov_target
, vg
.frame_delta
* 2.0f
);
529 fov
= freecam
? 60.0f
: fov
;
531 main_camera
.fov
= fov
;
534 player__pre_render( &localplayer
);
536 v3_lerp( localplayer
.cam
.pos
, menu_camera_pos
, menu_opacity
,
538 main_camera
.angles
[0] =
539 vg_alerpf( localplayer
.cam
.angles
[0], menu_camera_angles
[0],
541 main_camera
.angles
[1] =
542 vg_lerpf ( localplayer
.cam
.angles
[1], menu_camera_angles
[1],
545 main_camera
.fov
= vg_lerpf( localplayer
.cam
.fov
, menu_smooth_fov
,
547 main_camera
.nearz
= 0.1f
;
548 main_camera
.farz
= 2100.0f
;
550 camera_update_transform( &main_camera
);
552 if( localplayer
.gate_waiting
){
553 m3x3_mul( localplayer
.basis_gate
, main_camera
.transform
,
554 main_camera
.transform
);
557 m3x3_mul( localplayer
.basis
, main_camera
.transform
,
558 main_camera
.transform
);
561 camera_update_view( &main_camera
);
562 camera_update_projection( &main_camera
);
563 camera_finalize( &main_camera
);
565 /* ========== Begin Frame ========== */
570 glClear( GL_DEPTH_BUFFER_BIT
);
572 glEnable( GL_DEPTH_TEST
);
573 render_player_transparent();
576 present_view_with_post_processing();
579 menu_render_fg( &main_camera
);
581 /* =========== End Frame =========== */
584 VG_STATIC
void vg_render(void)
586 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
588 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
589 glDisable( GL_DEPTH_TEST
);
591 glClearColor( 1.0f
, 0.0f
, 0.0f
, 0.0f
);
592 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
);
596 m4x4_copy( main_camera
.mtx
.pv
, vg
.pv
);
600 glDisable(GL_DEPTH_TEST
);
602 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
605 VG_STATIC
void run_light_widget( struct light_widget
*lw
);
606 VG_STATIC
void vg_ui(void)
609 player__im_gui( &localplayer
);
611 world_instance
*world
= get_active_world();
617 vg_uictx
.cursor
[0] = 10;
618 vg_uictx
.cursor
[1] = 10;
619 vg_uictx
.cursor
[2] = 200;
620 vg_uictx
.cursor
[3] = 20;
622 struct ub_world_lighting
*wl
= &gpipeline
.ub_world_lighting
;
623 struct ui_slider_vector
624 s5
= { .min
=0.0f
, .max
=2.0f
, .len
=3, .data
=wl
->g_ambient_colour
};
627 s8
= { .min
=0.0f
, .max
=2.0f
, .data
= &gpipeline
.shadow_spread
},
628 s9
= { .min
=0.0f
, .max
=25.0f
, .data
= &gpipeline
.shadow_length
};
630 for( int i
=0; i
<3; i
++ )
631 run_light_widget( &gpipeline
.widgets
[i
] );
633 ui_text( vg_uictx
.cursor
, "Ambient", 1, 0 );
634 vg_uictx
.cursor
[1] += 16;
635 ui_slider_vector( &s5
);
637 ui_text( vg_uictx
.cursor
, "Shadows", 1, 0 );
638 vg_uictx
.cursor
[1] += 16;
642 ui_text( vg_uictx
.cursor
, "Misc", 1, 0 );
643 vg_uictx
.cursor
[1] += 16;
644 struct ui_checkbox c1
= {.data
= &wl
->g_light_preview
};
647 render_update_lighting_ub();
651 audio_debug_soundscapes();
652 render_view_framebuffer_ui();
655 player_physics_gui();
659 VG_STATIC
void run_light_widget( struct light_widget
*lw
)
661 struct ui_checkbox c1
= { .data
=&lw
->enabled
};
667 struct ui_slider_vector
668 colour
= { .min
=0.0f
, .max
=2.0f
, .len
=3, .data
=lw
->colour
},
669 dir
= { .min
=-VG_PIf
, .max
=VG_PIf
, .len
=2, .data
=lw
->dir
};
671 ui_slider_vector( &colour
);
672 vg_uictx
.cursor
[1] += 4;
673 ui_slider_vector( &dir
);
677 VG_STATIC
void run_debug_info(void)
682 snprintf( buf
, 40, "%.2fm/s", v3_length( player
.rb
.v
) );
683 ui_text( (ui_px
[2]){ 0, 0 }, buf
, 1, k_text_align_left
);
685 snprintf( buf
, 40, "%.2f %.2f %.2f m/s",
686 player
.phys
.a
[0], player
.phys
.a
[1], player
.phys
.a
[2] );
687 ui_text( (ui_px
[2]){ 0, 20 }, buf
, 1, k_text_align_left
);
689 snprintf( buf
, 40, "pos %.2f %.2f %.2f",
690 player
.phys
.rb
.co
[0], player
.phys
.rb
.co
[1], player
.phys
.rb
.co
[2] );
691 ui_text( (ui_px
[2]){ 0, 40 }, buf
, 1, k_text_align_left
);
693 if( vg_input
.controller_handle
)
695 for( int i
=0; i
<vg_list_size(vg_input
.controller_axises
); i
++ )
697 snprintf( buf
, 40, "%.2f", vg_input
.controller_axises
[i
] );
698 ui_text( (ui_px
[2]){ 0, (i
+3)*20 }, buf
, 1, k_text_align_left
);
703 ui_text( (ui_px
[2]){ 0, 60 },
704 "Gamepad not ready", 1, k_text_align_left
);