2 * =============================================================================
4 * Copyright . . . -----, ,----- ,---. .---.
5 * 2021-2023 |\ /| | / | | | | /|
6 * | \ / | +-- / +----- +---' | / |
7 * | \ / | | / | | \ | / |
8 * | \/ | | / | | \ | / |
9 * ' ' '--' [] '----- '----- ' ' '---' SOFTWARE
11 * =============================================================================
26 static player_instance localplayer
;
27 VG_STATIC
struct player_avatar localplayer_avatar
;
28 VG_STATIC glmesh localplayer_meshes
[3];
29 vg_tex2d localplayer_texture
= { .path
= "textures/ch_gradient.qoi" };
31 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
){
131 .data
= &cl_light_edit
,
132 .data_type
= k_var_dtype_i32
,
133 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
137 vg_function_push( (struct vg_cmd
) {
139 .function
= __respawn
,
140 //.poll_suggest = reset_player_poll
143 vg_function_push( (struct vg_cmd
) {
146 //.poll_suggest = reset_player_poll
149 vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" );
150 vg_info(" 2021-2022 |\\ /| | / | | | | /| \n" );
151 vg_info(" | \\ / | +-- / +----- +---' | / | \n" );
152 vg_info(" | \\ / | | / | | \\ | / | \n" );
153 vg_info(" | \\/ | | / | | \\ | / | \n" );
154 vg_info(" ' ' '--' [] '----- '----- ' ' '---' "
157 highscores_init( 2000, 50 );
158 if( !highscores_read() )
159 highscores_create_db();
161 vg_loader_step( NULL
, highscores_save_at_exit
);
164 vg_loader_step( NULL
, steam_end
);
165 vg_loader_step( network_init
, network_end
);
168 VG_STATIC
void load_playermodels(void)
170 vg_linear_clear( vg_mem
.scratch
);
173 * load in other player models. This may need to be more sophisticated in
174 * the futre if we have more of these guys
176 mdl_context ctx_default
,
180 mdl_open( &ctx_default
, "models/ch_new.mdl", vg_mem
.scratch
);
181 mdl_load_metadata_block( &ctx_default
, vg_mem
.scratch
);
182 mdl_load_mesh_block( &ctx_default
, vg_mem
.scratch
);
183 mdl_close( &ctx_default
);
185 mdl_open( &ctx_outlaw
, "models/ch_outlaw.mdl", vg_mem
.scratch
);
186 mdl_load_metadata_block( &ctx_outlaw
, vg_mem
.scratch
);
187 mdl_load_mesh_block( &ctx_outlaw
, vg_mem
.scratch
);
188 mdl_close( &ctx_outlaw
);
190 mdl_open( &ctx_jordan
, "models/ch_jordan.mdl", vg_mem
.scratch
);
191 mdl_load_metadata_block( &ctx_jordan
, vg_mem
.scratch
);
192 mdl_load_mesh_block( &ctx_jordan
, vg_mem
.scratch
);
193 mdl_close( &ctx_jordan
);
195 vg_acquire_thread_sync();
197 mdl_unpack_glmesh( &ctx_default
, &localplayer_meshes
[0] );
198 mdl_unpack_glmesh( &ctx_outlaw
, &localplayer_meshes
[1] );
199 mdl_unpack_glmesh( &ctx_jordan
, &localplayer_meshes
[2] );
201 vg_release_thread_sync();
204 shader_model_character_view_register();
205 vg_acquire_thread_sync();
207 vg_tex2d_init( (vg_tex2d
*[]){ &localplayer_texture
}, 1 );
209 vg_release_thread_sync();
212 void temp_update_playermodel(void){
213 player__use_mesh( &localplayer
, &localplayer_meshes
[cl_playermdl_id
] );
216 VG_STATIC
void vg_load(void)
218 vg_loader_step( render_init
, NULL
);
219 vg_loader_step( menu_init
, NULL
);
220 vg_loader_step( world_init
, NULL
);
221 vg_loader_step( font3d_init
, NULL
);
223 font3d_load( &test_font
, "models/rs_font.mdl", vg_mem
.rtmemory
);
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__create( &localplayer
);
235 player_avatar_load( &localplayer_avatar
, "models/ch_new.mdl" );
236 player__use_avatar( &localplayer
, &localplayer_avatar
);
237 player__use_mesh( &localplayer
, &localplayer_meshes
[cl_playermdl_id
] );
238 player__use_texture( &localplayer
, &localplayer_texture
);
239 player__bind( &localplayer
);
241 /* --------------------- */
244 vg_loader_step( audio_init
, audio_free
);
246 /* 'systems' are completely loaded now */
248 /* load home world */
249 world_load( &world_global
.worlds
[0], "maps/mp_gridmap.mdl" );
250 //world_load( &world_global.worlds[0], "maps/mp_mtzero.mdl" );
253 world_load( &world_global
.worlds
[1], "maps/mp_gridmap.mdl" );
254 world_link_nonlocal_gates( 0, 1 );
255 world_load( &world_global
.worlds
[2], "maps/mp_mtzero.mdl" );
256 world_link_nonlocal_gates( 0, 2 );
259 vg_console_load_autos();
262 VG_STATIC
void vg_start(void)
264 __respawn( 1, (const char *[]){ "start" } );
267 VG_STATIC
void draw_origin_axis(void)
269 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 1.0f
, 0.0f
, 0.0f
}, 0xffff0000 );
270 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 0.0f
, 1.0f
, 0.0f
}, 0xff00ff00 );
271 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 0.0f
, 0.0f
, 1.0f
}, 0xff0000ff );
274 VG_STATIC
void vg_update(void)
284 if( !gzoomer
.inside
)
288 player__pre_update( &localplayer
);
289 world_update( get_active_world(), localplayer
.rb
.co
);
295 VG_STATIC
void vg_update_fixed(void)
300 if( !gzoomer
.inside
)
301 player_update_fixed();
303 vehicle_update_fixed();
306 player__update( &localplayer
);
310 VG_STATIC
void vg_update_post(void)
321 player_update_post();
325 player__post_update( &localplayer
);
328 float inr3
= 0.57735027,
329 inr2
= 0.70710678118;
331 v3f sample_directions
[] = {
332 { -1.0f
, 0.0f
, 0.0f
},
333 { 1.0f
, 0.0f
, 0.0f
},
334 { 0.0f
, 0.0f
, 1.0f
},
335 { 0.0f
, 0.0f
, -1.0f
},
336 { 0.0f
, 1.0f
, 0.0f
},
337 { 0.0f
, -1.0f
, 0.0f
},
338 { -inr3
, inr3
, inr3
},
339 { inr3
, inr3
, inr3
},
340 { -inr3
, inr3
, -inr3
},
341 { inr3
, inr3
, -inr3
},
342 { -inr2
, 0.0f
, inr2
},
343 { inr2
, 0.0f
, inr2
},
344 { -inr2
, 0.0f
, -inr2
},
345 { inr2
, 0.0f
, -inr2
},
349 static float distances
[16];
355 v3_copy( sample_directions
[ si
], rd
);
356 v3_add( localplayer
.rb
.co
, (v3f
){0.0f
,1.5f
,0.0f
}, ro
);
361 for( int i
=0; i
<10; i
++ ){
362 if( ray_world( get_active_world(), rc
, rd
, &ray
) ){
363 dist
= (float)i
*5.0f
+ ray
.dist
;
367 v3_muladds( rc
, rd
, ray
.dist
, rc
);
371 distances
[si
] = dist
;
374 for( int i
=0; i
<14; i
++ ){
375 if( distances
[i
] != 200.0f
){
376 u32 colours
[] = { VG__RED
, VG__BLUE
, VG__GREEN
,
377 VG__CYAN
, VG__YELOW
, VG__PINK
,
380 u32 colour
= colours
[i
%7];
383 v3_muladds( ro
, sample_directions
[i
], distances
[i
], p1
);
384 vg_line( ro
, p1
, colour
);
385 vg_line_pt3( p1
, 0.1f
, colour
);
396 vg_dsp
.echo_distances
[si
] = dist
;
398 v3f ears
= { 1.0f
,0.0f
,0.0f
};
399 m3x3_mulv( main_camera
.transform
, ears
, ears
);
400 v3_copy( ears
, vg_audio
.external_listener_ears
);
401 v3_copy( main_camera
.transform
[3], vg_audio
.external_listener_pos
);
403 /* TODO: this is transformed back and fourth twice. */
404 if( localplayer
.gate_waiting
){
405 m4x3_mulv( localplayer
.gate_waiting
->transport
,
406 vg_audio
.external_listener_pos
,
407 vg_audio
.external_listener_pos
);
410 v3_copy( localplayer
.rb
.v
, vg_audio
.external_lister_velocity
);
415 vehicle_update_post();
420 VG_STATIC
void vg_framebuffer_resize( int w
, int h
)
425 VG_STATIC
void present_view_with_post_processing(void)
427 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
428 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
431 glDisable(GL_DEPTH_TEST
);
432 glBlendFunc(GL_ONE_MINUS_DST_ALPHA
, GL_DST_ALPHA
);
433 glBlendEquation(GL_FUNC_ADD
);
436 render_fb_inverse_ratio( gpipeline
.fb_main
, inverse
);
439 shader_blitblur_use();
440 shader_blitblur_uTexMain( 0 );
441 shader_blitblur_uTexMotion( 1 );
442 shader_blitblur_uBlurStrength(cl_blur_strength
/ (vg
.frame_delta
*60.0f
));
443 shader_blitblur_uInverseRatio( inverse
);
446 v2_muls( (v2f
){ 0.04f
, 0.001f
}, menu_opacity
, menu_blurring
);
447 shader_blitblur_uOverrideDir( menu_blurring
);
449 render_fb_bind_texture( gpipeline
.fb_main
, 0, 0 );
450 render_fb_bind_texture( gpipeline
.fb_main
, 1, 1 );
454 shader_blit_uTexMain( 0 );
455 shader_blit_uInverseRatio( inverse
);
456 render_fb_bind_texture( gpipeline
.fb_main
, 0, 0 );
462 VG_STATIC
void render_player_transparent(void)
464 static camera small_cam
; /* DOES NOT NEED TO BE STATIC BUT MINGW
467 m4x3_copy( main_camera
.transform
, small_cam
.transform
);
469 small_cam
.fov
= main_camera
.fov
;
470 small_cam
.nearz
= 0.05f
;
471 small_cam
.farz
= 60.0f
;
473 camera_update_view( &small_cam
);
474 camera_update_projection( &small_cam
);
475 camera_finalize( &small_cam
);
477 /* Draw player to window buffer and blend background ontop */
478 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
479 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
480 player__render( &small_cam
, &localplayer
);
483 VG_STATIC
void render_scene(void)
485 render_fb_bind( gpipeline
.fb_main
, 1 );
486 glClearColor( 0.0f
, 0.0f
, 0.0f
, 1.0f
);
487 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
|GL_STENCIL_BUFFER_BIT
);
490 glEnable( GL_DEPTH_TEST
);
492 world_instance
*view_world
= localplayer
.viewable_world
;
494 if( view_world
== NULL
){
495 glClearColor( 0.25f
, 0.25f
, 0.0f
, 1.0f
);
496 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
|GL_STENCIL_BUFFER_BIT
);
500 render_world( view_world
, &main_camera
, 0 );
502 render_water_texture( view_world
, &main_camera
, 0 );
503 render_fb_bind( gpipeline
.fb_main
, 1 );
504 render_water_surface( view_world
, &main_camera
);
507 if( localplayer
.gate_waiting
) depth
= 0;
508 render_world_gates( view_world
, &main_camera
, depth
);
511 render_player_transparent();
514 VG_STATIC
void render_main_game(void)
517 static float fov
= 60.0f
;
518 float fov_target
= vg_lerpf( 90.0f
, 110.0f
, cl_fov
);
520 if( player
.controller
== k_player_controller_skate
)
521 fov_target
= vg_lerpf( 97.0f
, 135.0f
, cl_fov
);
524 fov_target
= menu_fov_target
;
525 fov
= vg_lerpf( fov
, fov_target
, vg
.frame_delta
* 2.0f
);
526 fov
= freecam
? 60.0f
: fov
;
528 main_camera
.fov
= fov
;
531 player__pre_render( &localplayer
);
533 v3_lerp( localplayer
.cam
.pos
, menu_camera_pos
, menu_opacity
,
535 main_camera
.angles
[0] =
536 vg_alerpf( localplayer
.cam
.angles
[0], menu_camera_angles
[0],
538 main_camera
.angles
[1] =
539 vg_lerpf ( localplayer
.cam
.angles
[1], menu_camera_angles
[1],
542 main_camera
.fov
= vg_lerpf( localplayer
.cam
.fov
, menu_smooth_fov
,
544 main_camera
.nearz
= 0.1f
;
545 main_camera
.farz
= 2100.0f
;
547 camera_update_transform( &main_camera
);
549 if( localplayer
.gate_waiting
){
550 m3x3_mul( localplayer
.basis_gate
, main_camera
.transform
,
551 main_camera
.transform
);
554 m3x3_mul( localplayer
.basis
, main_camera
.transform
,
555 main_camera
.transform
);
558 camera_update_view( &main_camera
);
559 camera_update_projection( &main_camera
);
560 camera_finalize( &main_camera
);
562 /* ========== Begin Frame ========== */
567 glClear( GL_DEPTH_BUFFER_BIT
);
569 glEnable( GL_DEPTH_TEST
);
570 render_player_transparent();
573 present_view_with_post_processing();
576 menu_render_fg( &main_camera
);
578 /* =========== End Frame =========== */
581 VG_STATIC
void vg_render(void)
583 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
585 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
586 glDisable( GL_DEPTH_TEST
);
588 glClearColor( 1.0f
, 0.0f
, 0.0f
, 0.0f
);
589 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
);
593 m4x4_copy( main_camera
.mtx
.pv
, vg
.pv
);
597 glDisable(GL_DEPTH_TEST
);
599 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
602 VG_STATIC
void vg_ui(void)
605 player__im_gui( &localplayer
);
607 world_instance
*world
= get_active_world();
610 audio_debug_soundscapes();
611 render_view_framebuffer_ui();
614 player_physics_gui();
618 VG_STATIC
void run_debug_info(void)
623 snprintf( buf
, 40, "%.2fm/s", v3_length( player
.rb
.v
) );
624 ui_text( (ui_px
[2]){ 0, 0 }, buf
, 1, k_text_align_left
);
626 snprintf( buf
, 40, "%.2f %.2f %.2f m/s",
627 player
.phys
.a
[0], player
.phys
.a
[1], player
.phys
.a
[2] );
628 ui_text( (ui_px
[2]){ 0, 20 }, buf
, 1, k_text_align_left
);
630 snprintf( buf
, 40, "pos %.2f %.2f %.2f",
631 player
.phys
.rb
.co
[0], player
.phys
.rb
.co
[1], player
.phys
.rb
.co
[2] );
632 ui_text( (ui_px
[2]){ 0, 40 }, buf
, 1, k_text_align_left
);
634 if( vg_input
.controller_handle
)
636 for( int i
=0; i
<vg_list_size(vg_input
.controller_axises
); i
++ )
638 snprintf( buf
, 40, "%.2f", vg_input
.controller_axises
[i
] );
639 ui_text( (ui_px
[2]){ 0, (i
+3)*20 }, buf
, 1, k_text_align_left
);
644 ui_text( (ui_px
[2]){ 0, 60 },
645 "Gamepad not ready", 1, k_text_align_left
);