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_device_dead.h"
29 #include "player_model.h"
32 VG_STATIC player_interface localplayer
;
33 VG_STATIC
struct player_device_walk localplayer_walk
;
34 VG_STATIC
struct player_device_skate localplayer_skate
;
35 VG_STATIC
struct player_device_dead localplayer_dead
;
36 VG_STATIC
struct player_avatar localplayer_avatar
;
37 VG_STATIC glmesh localplayer_meshes
[3];
52 int main( int argc
, char *argv
[] )
54 vg_mem
.use_libc_malloc
= 0;
55 vg_set_mem_quota( 128*1024*1024 );
56 vg_enter( argc
, argv
, "Voyager Game Engine" );
61 VG_STATIC
void highscores_save_at_exit(void)
63 highscores_serialize_all();
66 VG_STATIC
void vg_launch_opt(void)
71 VG_STATIC
int __kill( int argc
, const char *argv
[] )
73 player_use_device( &localplayer
, &player_device_dead
, &localplayer_dead
);
77 VG_STATIC
int __respawn( int argc
, const char *argv
[] )
79 struct respawn_point
*rp
= NULL
, *r
;
83 for( int i
=0; i
<world
.spawn_count
; i
++ )
86 if( !strcmp( r
->name
, argv
[0] ) )
94 vg_warn( "No spawn named '%s'\n", argv
[0] );
99 float min_dist
= INFINITY
;
101 for( int i
=0; i
<world
.spawn_count
; i
++ )
103 r
= &world
.spawns
[i
];
104 float d
= v3_dist2( r
->co
, localplayer
.rb
.co
);
106 vg_info( "Dist %s : %f\n", r
->name
, d
);
117 vg_error( "No spawn found\n" );
119 if( !world
.spawn_count
)
122 rp
= &world
.spawns
[0];
125 player_spawn( &localplayer
, rp
);
129 VG_STATIC
void vg_preload(void)
135 vg_var_push( (struct vg_var
){
138 .data_type
= k_var_dtype_i32
,
139 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
143 vg_var_push( (struct vg_var
){
144 .name
= "cl_view_id",
146 .data_type
= k_var_dtype_i32
,
147 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
151 vg_var_push( (struct vg_var
){
153 .data
= &cl_light_edit
,
154 .data_type
= k_var_dtype_i32
,
155 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
159 vg_function_push( (struct vg_cmd
) {
161 .function
= __respawn
,
162 //.poll_suggest = reset_player_poll
165 vg_function_push( (struct vg_cmd
) {
168 //.poll_suggest = reset_player_poll
171 vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" );
172 vg_info(" 2021-2022 |\\ /| | / | | | | /| \n" );
173 vg_info(" | \\ / | +-- / +----- +---' | / | \n" );
174 vg_info(" | \\ / | | / | | \\ | / | \n" );
175 vg_info(" | \\/ | | / | | \\ | / | \n" );
176 vg_info(" ' ' '--' [] '----- '----- ' ' '---' "
179 highscores_init( 2000, 50 );
180 if( !highscores_read() )
181 highscores_create_db();
183 vg_loader_step( NULL
, highscores_save_at_exit
);
186 vg_loader_step( NULL
, steam_end
);
187 vg_loader_step( network_init
, network_end
);
190 VG_STATIC
void load_playermodels(void)
192 vg_linear_clear( vg_mem
.scratch
);
195 * load in other player models. This may need to be more sophisticated in
196 * the futre if we have more of these guys
198 mdl_context ctx_default
,
202 mdl_open( &ctx_default
, "models/ch_new.mdl" );
203 mdl_load_metadata( &ctx_default
, vg_mem
.scratch
);
204 mdl_load_mesh_data( &ctx_default
, vg_mem
.scratch
);
205 mdl_close( &ctx_default
);
207 mdl_open( &ctx_outlaw
, "models/ch_outlaw.mdl" );
208 mdl_load_metadata( &ctx_outlaw
, vg_mem
.scratch
);
209 mdl_load_mesh_data( &ctx_outlaw
, vg_mem
.scratch
);
210 mdl_close( &ctx_outlaw
);
212 mdl_open( &ctx_jordan
, "models/ch_jordan.mdl" );
213 mdl_load_metadata( &ctx_jordan
, vg_mem
.scratch
);
214 mdl_load_mesh_data( &ctx_jordan
, vg_mem
.scratch
);
215 mdl_close( &ctx_jordan
);
217 vg_acquire_thread_sync();
219 mdl_unpack_glmesh( &ctx_default
, &localplayer_meshes
[0] );
220 mdl_unpack_glmesh( &ctx_outlaw
, &localplayer_meshes
[1] );
221 mdl_unpack_glmesh( &ctx_jordan
, &localplayer_meshes
[2] );
223 vg_release_thread_sync();
226 shader_viewchar_register();
227 vg_acquire_thread_sync();
229 vg_tex2d_init( (vg_tex2d
*[]){ &tex_characters
}, 1 );
231 vg_release_thread_sync();
234 VG_STATIC
void vg_load(void)
236 vg_loader_step( render_init
, NULL
);
237 //vg_loader_step( menu_init, NULL );
238 vg_loader_step( world_init
, NULL
);
239 //vg_loader_step( player_init, NULL );
240 //vg_loader_step( vehicle_init, NULL );
242 //vg_loader_step( player_model_init, NULL );
244 /* ----------------- */
245 vg_loader_step( load_playermodels
, NULL
);
248 player_interface_create_player( &localplayer
);
250 player_avatar_load( &localplayer_avatar
, "models/ch_new.mdl" );
251 player_use_avatar( &localplayer
, &localplayer_avatar
);
252 player_use_mesh( &localplayer
, &localplayer_meshes
[0] );
253 player_use_device( &localplayer
, &player_device_walk
, &localplayer_walk
);
254 //player_use_device( &localplayer, &player_device_skate, &localplayer_skate );
256 /* --------------------- */
259 vg_loader_step( audio_init
, audio_free
);
262 /* 'systems' are completely loaded now */
263 strcpy( world
.world_name
, "maps/mp_mtzero.mdl" );
264 strcpy( world
.world_name
, "maps/mp_gridmap.mdl" );
266 vg_console_load_autos();
269 VG_STATIC
void vg_start(void)
271 __respawn( 1, (const char *[]){ "start" } );
274 VG_STATIC
void draw_origin_axis(void)
276 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 1.0f
, 0.0f
, 0.0f
}, 0xffff0000 );
277 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 0.0f
, 1.0f
, 0.0f
}, 0xff00ff00 );
278 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 0.0f
, 0.0f
, 1.0f
}, 0xff0000ff );
281 VG_STATIC
void vg_update(void)
291 if( !gzoomer
.inside
)
295 player_pre_update( &localplayer
);
296 world_update( localplayer
.rb
.co
);
300 VG_STATIC
void vg_update_fixed(void)
305 if( !gzoomer
.inside
)
306 player_update_fixed();
308 vehicle_update_fixed();
311 player_update( &localplayer
);
315 VG_STATIC
void vg_update_post(void)
326 player_update_post();
330 player_post_update( &localplayer
);
334 vehicle_update_post();
339 VG_STATIC
void vg_framebuffer_resize( int w
, int h
)
344 VG_STATIC
void present_view_with_post_processing(void)
346 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
349 glDisable(GL_DEPTH_TEST
);
350 glBlendFunc(GL_ONE_MINUS_DST_ALPHA
, GL_DST_ALPHA
);
351 glBlendEquation(GL_FUNC_ADD
);
355 shader_blitblur_use();
356 shader_blitblur_uTexMain( 0 );
357 shader_blitblur_uTexMotion( 1 );
358 shader_blitblur_uBlurStrength(cl_blur_strength
/ (vg
.frame_delta
*60.0f
));
361 //v2_muls( (v2f){ 0.04f, 0.001f }, menu_opacity, menu_blurring );
362 v2_muls( (v2f
){ 0.04f
, 0.001f
}, 0.0f
, menu_blurring
);
363 shader_blitblur_uOverrideDir( menu_blurring
);
365 if( cl_view_id
== 0 )
366 render_fb_bind_texture( gpipeline
.fb_main
, 0, 0 );
367 else if( cl_view_id
== 1 )
368 render_fb_bind_texture( gpipeline
.fb_main
, 1, 0 );
370 render_fb_bind_texture( gpipeline
.fb_main
, 0, 0 );
372 render_fb_bind_texture( gpipeline
.fb_main
, 1, 1 );
377 shader_blit_uTexMain( 0 );
378 render_fb_bind_texture( gpipeline
.fb_main
, 0, 0 );
384 VG_STATIC
void render_player_transparent(void)
386 static camera small_cam
; /* DOES NOT NEED TO BE STATIC BUT MINGW
389 m4x3_copy( main_camera
.transform
, small_cam
.transform
);
391 small_cam
.fov
= main_camera
.fov
;
392 small_cam
.nearz
= 0.05f
;
393 small_cam
.farz
= 60.0f
;
395 camera_update_view( &small_cam
);
396 camera_update_projection( &small_cam
);
397 camera_finalize( &small_cam
);
399 /* Draw player to window buffer and blend background ontop */
400 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
401 player_render( &small_cam
, &localplayer
);
404 VG_STATIC
void render_scene(void)
406 render_fb_bind( gpipeline
.fb_main
);
407 glClearColor( 0.0f
, 0.0f
, 0.0f
, 1.0f
);
408 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
|GL_STENCIL_BUFFER_BIT
);
411 glEnable( GL_DEPTH_TEST
);
412 render_world( &main_camera
);
416 int player_transparent
= 1,
419 if( !player_transparent
&& player_draw
)
420 player_render( &main_camera
, &localplayer
);
422 render_water_texture( &main_camera
);
423 render_fb_bind( gpipeline
.fb_main
);
424 render_water_surface( &main_camera
);
425 render_world_gates( &main_camera
);
427 if( player_transparent
&& player_draw
)
428 render_player_transparent();
431 VG_STATIC
void render_menu(void)
433 glClear( GL_DEPTH_BUFFER_BIT
);
435 menu_render( &main_camera
);
439 VG_STATIC
void render_main_game(void)
442 static float fov
= 60.0f
;
443 float fov_target
= vg_lerpf( 90.0f
, 110.0f
, cl_fov
);
445 if( player
.controller
== k_player_controller_skate
)
446 fov_target
= vg_lerpf( 97.0f
, 135.0f
, cl_fov
);
449 fov_target
= menu_fov_target
;
450 fov
= vg_lerpf( fov
, fov_target
, vg
.frame_delta
* 2.0f
);
451 fov
= freecam
? 60.0f
: fov
;
453 main_camera
.fov
= fov
;
456 /* copy camera from player.
457 * TODO: blend with camera from menu */
460 player_pre_render( &localplayer
);
462 v3_copy( localplayer
.cam
.pos
, main_camera
.pos
);
463 v3_copy( localplayer
.cam
.angles
, main_camera
.angles
);
464 main_camera
.fov
= localplayer
.cam
.fov
;
465 main_camera
.nearz
= 0.1f
;
466 main_camera
.farz
= 2100.0f
;
468 camera_update_transform( &main_camera
);
469 camera_update_view( &main_camera
);
470 camera_update_projection( &main_camera
);
471 camera_finalize( &main_camera
);
473 /* ========== Begin Frame ========== */
476 present_view_with_post_processing();
482 render_player_transparent();
486 /* =========== End Frame =========== */
489 VG_STATIC
void vg_render(void)
491 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
493 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
494 glDisable( GL_DEPTH_TEST
);
496 glClearColor( 1.0f
, 0.0f
, 0.0f
, 0.0f
);
497 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
);
503 glDisable( GL_DEPTH_TEST
);
504 vg_lines_drawall( (float *)main_camera
.mtx
.pv
);
505 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
508 VG_STATIC
void run_light_widget( struct light_widget
*lw
);
509 VG_STATIC
void vg_ui(void)
511 player_ui( &localplayer
);
519 vg_uictx
.cursor
[0] = 10;
520 vg_uictx
.cursor
[1] = 10;
521 vg_uictx
.cursor
[2] = 200;
522 vg_uictx
.cursor
[3] = 20;
524 struct ub_world_lighting
*wl
= &gpipeline
.ub_world_lighting
;
525 struct ui_slider_vector
526 s5
= { .min
=0.0f
, .max
=2.0f
, .len
=3, .data
=wl
->g_ambient_colour
};
529 s8
= { .min
=0.0f
, .max
=2.0f
, .data
= &gpipeline
.shadow_spread
},
530 s9
= { .min
=0.0f
, .max
=25.0f
, .data
= &gpipeline
.shadow_length
};
532 for( int i
=0; i
<3; i
++ )
533 run_light_widget( &gpipeline
.widgets
[i
] );
535 ui_text( vg_uictx
.cursor
, "Ambient", 1, 0 );
536 vg_uictx
.cursor
[1] += 16;
537 ui_slider_vector( &s5
);
539 ui_text( vg_uictx
.cursor
, "Shadows", 1, 0 );
540 vg_uictx
.cursor
[1] += 16;
544 ui_text( vg_uictx
.cursor
, "Misc", 1, 0 );
545 vg_uictx
.cursor
[1] += 16;
546 struct ui_checkbox c1
= {.data
= &wl
->g_light_preview
};
549 render_update_lighting_ub();
552 //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
555 render_world_routes_ui();
557 //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
559 audio_debug_soundscapes();
560 render_view_framebuffer_ui();
563 player_physics_gui();
567 VG_STATIC
void run_light_widget( struct light_widget
*lw
)
569 struct ui_checkbox c1
= { .data
=&lw
->enabled
};
575 struct ui_slider_vector
576 colour
= { .min
=0.0f
, .max
=2.0f
, .len
=3, .data
=lw
->colour
},
577 dir
= { .min
=-VG_PIf
, .max
=VG_PIf
, .len
=2, .data
=lw
->dir
};
579 ui_slider_vector( &colour
);
580 vg_uictx
.cursor
[1] += 4;
581 ui_slider_vector( &dir
);
585 VG_STATIC
void run_debug_info(void)
590 snprintf( buf
, 40, "%.2fm/s", v3_length( player
.rb
.v
) );
591 ui_text( (ui_px
[2]){ 0, 0 }, buf
, 1, k_text_align_left
);
593 snprintf( buf
, 40, "%.2f %.2f %.2f m/s",
594 player
.phys
.a
[0], player
.phys
.a
[1], player
.phys
.a
[2] );
595 ui_text( (ui_px
[2]){ 0, 20 }, buf
, 1, k_text_align_left
);
597 snprintf( buf
, 40, "pos %.2f %.2f %.2f",
598 player
.phys
.rb
.co
[0], player
.phys
.rb
.co
[1], player
.phys
.rb
.co
[2] );
599 ui_text( (ui_px
[2]){ 0, 40 }, buf
, 1, k_text_align_left
);
601 if( vg_input
.controller_handle
)
603 for( int i
=0; i
<vg_list_size(vg_input
.controller_axises
); i
++ )
605 snprintf( buf
, 40, "%.2f", vg_input
.controller_axises
[i
] );
606 ui_text( (ui_px
[2]){ 0, (i
+3)*20 }, buf
, 1, k_text_align_left
);
611 ui_text( (ui_px
[2]){ 0, 60 },
612 "Gamepad not ready", 1, k_text_align_left
);