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