chaos caused by async
[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 #define VG_DEVWINDOW
16 #include "common.h"
17 #include "conf.h"
18 #include "steam.h"
19 #include "render.h"
20 #include "audio.h"
21 #include "world.h"
22 #include "font.h"
23 #include "player.h"
24
25 VG_STATIC struct player_avatar localplayer_avatar;
26 VG_STATIC struct player_model localplayer_models[3];
27 VG_STATIC struct player_board localplayer_boards[1];
28 VG_STATIC int skaterift_status = 0;
29
30 #include "network.h"
31 #include "menu.h"
32 #include "vehicle.h"
33
34 #define DEV_AARON
35 #ifdef DEV_AARON
36 static rb_object aaron={
37 .type=k_rb_shape_box,
38 .rb.bbx = {{ -2.0f, -1.0f, -1.0f }, { 2.0f, 1.0f, 1.0f }}
39 };
40 #endif
41
42 int main( int argc, char *argv[] )
43 {
44 vg_mem.use_libc_malloc = 0;
45 vg_set_mem_quota( 160*1024*1024 );
46 vg_enter( argc, argv, "Voyager Game Engine" );
47 return 0;
48 }
49
50 VG_STATIC void highscores_save_at_exit(void)
51 {
52 highscores_serialize_all();
53 }
54
55 VG_STATIC void vg_launch_opt(void)
56 {
57 }
58
59 VG_STATIC void vg_preload(void)
60 {
61 g_conf_init();
62
63 vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" );
64 vg_info(" 2021-2023 |\\ /| | / | | | | /| \n" );
65 vg_info(" | \\ / | +-- / +----- +---' | / | \n" );
66 vg_info(" | \\ / | | / | | \\ | / | \n" );
67 vg_info(" | \\/ | | / | | \\ | / | \n" );
68 vg_info(" ' ' '--' [] '----- '----- ' ' '---' "
69 "SOFTWARE\n" );
70
71 highscores_init( 2000, 50 );
72 if( !highscores_read() )
73 highscores_create_db();
74
75 vg_loader_step( NULL, highscores_save_at_exit );
76
77 steam_init();
78 vg_loader_step( NULL, steam_end );
79 vg_loader_step( network_init, network_end );
80
81 #ifdef DEV_AARON
82 q_identity( aaron.rb.q );
83 v3_zero( aaron.rb.w );
84 v3_zero( aaron.rb.co );
85 v3_zero( aaron.rb.v );
86 rb_init_object( &aaron );
87 #endif
88 }
89
90 VG_STATIC void load_playermodels(void)
91 {
92 player_model_load( &localplayer_models[0], "models/ch_new.mdl" );
93 player_model_load( &localplayer_models[1], "models/ch_outlaw.mdl" );
94 player_model_load( &localplayer_models[2], "models/ch_jordan.mdl" );
95
96 player_board_load( &localplayer_boards[0], "models/board_fish.mdl" );
97
98 /* FIXME: hack */
99 shader_model_character_view_register();
100 shader_model_board_view_register();
101 }
102
103 void temp_update_playermodel(void){
104 player__use_model( &localplayer, &localplayer_models[cl_playermdl_id] );
105 }
106
107 VG_STATIC void async_skaterift_complete( void *payload, u32 size )
108 {
109 skaterift_status = 1;
110
111 localplayer.viewable_world = get_active_world();
112 localplayer_cmd_respawn( 1, (const char *[]){ "start" } );
113 }
114
115 VG_STATIC void vg_load(void)
116 {
117 vg_loader_step( render_init, NULL );
118 vg_loader_step( menu_init, NULL );
119 vg_loader_step( world_init, NULL );
120 vg_loader_step( vehicle_init, NULL );
121 vg_loader_step( font3d_init, NULL );
122
123 font3d_load( &world_global.font, "models/rs_font.mdl", vg_mem.rtmemory );
124
125 vg_loader_step( player_init, NULL );
126 vg_loader_step( player_ragdoll_init, NULL );
127
128 /* ----------------- */
129 vg_loader_step( load_playermodels, NULL );
130
131 /* player setup */
132 player__create( &localplayer );
133 player_avatar_load( &localplayer_avatar, "models/ch_new.mdl" );
134 player__use_avatar( &localplayer, &localplayer_avatar );
135 player__use_model( &localplayer, &localplayer_models[cl_playermdl_id] );
136 player__use_board( &localplayer, &localplayer_boards[0] );
137 player__bind( &localplayer );
138
139 /* --------------------- */
140
141 vg_bake_shaders();
142 vg_loader_step( audio_init, audio_free );
143
144 /* 'systems' are completely loaded now */
145
146 /* load home world */
147
148 #if 1
149 world_load( 0, "maps/mp_spawn.mdl" );
150 #else
151 world_load( 0, "maps/mp_mtzero.mdl" );
152 #endif
153
154 #if 0
155 world_load( &world_global.worlds[1], "maps/mp_gridmap.mdl" );
156 world_link_nonlocal_gates( 0, 1 );
157 world_load( &world_global.worlds[2], "maps/mp_mtzero.mdl" );
158 world_link_nonlocal_gates( 0, 2 );
159 #endif
160
161 vg_console_load_autos();
162
163 vg_async_item *call = vg_async_alloc(0);
164 vg_async_dispatch( call, async_skaterift_complete );
165 }
166
167 VG_STATIC void draw_origin_axis(void)
168 {
169 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 1.0f, 0.0f, 0.0f }, 0xffff0000 );
170 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 1.0f, 0.0f }, 0xff00ff00 );
171 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 0.0f, 1.0f }, 0xff0000ff );
172 }
173
174 VG_STATIC void vg_update(void)
175 {
176 steam_update();
177
178 if( skaterift_status == 1 ){
179 draw_origin_axis();
180 network_update();
181
182 player__pre_update( &localplayer );
183
184 world_update( get_active_world(), localplayer.rb.co );
185 audio_ambient_sprites_update( get_active_world(), localplayer.rb.co );
186 }
187 }
188
189 VG_STATIC void vg_update_fixed(void)
190 {
191 if( skaterift_status == 1 ){
192 world_routes_fixedupdate( get_active_world() );
193
194 player__update( &localplayer );
195 vehicle_update_fixed();
196
197 #ifdef DEV_AARON
198 world_instance *world = get_active_world();
199 rb_solver_reset();
200 rb_ct *buf = rb_global_buffer();
201
202 int l = rb_box__scene( aaron.rb.to_world, aaron.rb.bbx,
203 NULL, &world->rb_geo.inf.scene, buf );
204 for( int j=0; j<l; j++ ){
205 buf[j].rba = &aaron.rb;
206 buf[j].rbb = &world->rb_geo.rb;
207 }
208 rb_contact_count += l;
209 rb_presolve_contacts( rb_contact_buffer, rb_contact_count );
210
211 for( int j=0; j<8; j++ ){
212 rb_solve_contacts( rb_contact_buffer, rb_contact_count );
213 }
214
215 rb_iter( &aaron.rb );
216 rb_update_transform( &aaron.rb );
217 #endif
218
219 }
220 }
221
222 VG_STATIC void vg_update_post(void)
223 {
224 if( skaterift_status == 1 ){
225 player__post_update( &localplayer );
226
227 float dist;
228 int sample_index;
229 world_audio_sample_distances( localplayer.rb.co, &sample_index, &dist );
230
231 audio_lock();
232 vg_dsp.echo_distances[sample_index] = dist;
233
234 v3f ears = { 1.0f,0.0f,0.0f };
235 m3x3_mulv( main_camera.transform, ears, ears );
236 v3_copy( ears, vg_audio.external_listener_ears );
237 v3_copy( main_camera.transform[3], vg_audio.external_listener_pos );
238
239 if( localplayer.gate_waiting ){
240 m4x3_mulv( localplayer.gate_waiting->transport,
241 vg_audio.external_listener_pos,
242 vg_audio.external_listener_pos );
243 }
244
245 v3_copy( localplayer.rb.v, vg_audio.external_lister_velocity );
246 audio_unlock();
247
248 menu_update();
249 vehicle_update_post();
250
251 #ifdef DEV_AARON
252 SDL_Scancode sc = SDL_GetScancodeFromKey( SDLK_q );
253 if( vg_input.sdl_keys[sc] ){
254 m4x3_mulv( main_camera.transform, (v3f){0.0f,0.0f,-3.0f},
255 aaron.rb.co );
256
257 v3_zero( aaron.rb.v );
258 v3_zero( aaron.rb.w );
259 rb_update_transform( &aaron.rb );
260 }
261
262 rb_object_debug( &aaron, VG__PINK );
263 #endif
264 }
265 }
266
267 VG_STATIC void vg_framebuffer_resize( int w, int h )
268 {
269 render_fb_resize();
270 }
271
272 VG_STATIC void present_view_with_post_processing(void)
273 {
274 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
275 glViewport( 0,0, vg.window_x, vg.window_y );
276
277 glEnable(GL_BLEND);
278 glDisable(GL_DEPTH_TEST);
279 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
280 glBlendEquation(GL_FUNC_ADD);
281
282 v2f inverse;
283 render_fb_inverse_ratio( gpipeline.fb_main, inverse );
284
285 if( cl_blur ){
286 shader_blitblur_use();
287 shader_blitblur_uTexMain( 0 );
288 shader_blitblur_uTexMotion( 1 );
289 shader_blitblur_uBlurStrength( cl_blur_strength /
290 (vg.time_frame_delta*60.0) );
291 shader_blitblur_uInverseRatio( inverse );
292
293 v2f menu_blurring;
294 v2_muls( (v2f){ 0.04f, 0.001f }, menu_opacity, menu_blurring );
295 shader_blitblur_uOverrideDir( menu_blurring );
296
297 render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
298 render_fb_bind_texture( gpipeline.fb_main, 1, 1 );
299 }
300 else{
301 shader_blit_use();
302 shader_blit_uTexMain( 0 );
303 shader_blit_uInverseRatio( inverse );
304 render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
305 }
306
307 render_fsquad();
308 }
309
310 VG_STATIC void render_player_transparent(void)
311 {
312 static camera small_cam; /* DOES NOT NEED TO BE STATIC BUT MINGW
313 SAIS OTHERWISE */
314
315 m4x3_copy( main_camera.transform, small_cam.transform );
316
317 small_cam.fov = main_camera.fov;
318 small_cam.nearz = 0.05f;
319 small_cam.farz = 60.0f;
320
321 camera_update_view( &small_cam );
322 camera_update_projection( &small_cam );
323 camera_finalize( &small_cam );
324
325 /* Draw player to window buffer and blend background ontop */
326 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
327 glViewport( 0,0, vg.window_x, vg.window_y );
328 player__render( &small_cam, &localplayer );
329 }
330
331 VG_STATIC void render_scene(void)
332 {
333 render_fb_bind( gpipeline.fb_main, 1 );
334 glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
335 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
336
337 /* Draw world */
338 glEnable( GL_DEPTH_TEST );
339
340 world_instance *view_world = localplayer.viewable_world;
341
342 if( view_world == NULL ){
343 glClearColor( 0.25f, 0.25f, 0.0f, 1.0f );
344 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
345 return;
346 }
347
348 world_prerender( view_world );
349 render_world( view_world, &main_camera, 0 );
350
351 render_water_texture( view_world, &main_camera, 0 );
352 render_fb_bind( gpipeline.fb_main, 1 );
353 render_water_surface( view_world, &main_camera );
354 }
355
356 VG_STATIC void render_scene_gate_subview(void)
357 {
358 render_fb_bind( gpipeline.fb_main, 1 );
359 world_instance *view_world = localplayer.viewable_world;
360
361 int depth = 1;
362 if( localplayer.gate_waiting ) depth = 0;
363 render_world_gates( view_world, &main_camera, depth );
364 }
365
366 VG_STATIC void render_main_game(void)
367 {
368 #if 0
369 static float fov = 60.0f;
370 float fov_target = vg_lerpf( 90.0f, 110.0f, cl_fov );
371
372 if( player.controller == k_player_controller_skate )
373 fov_target = vg_lerpf( 97.0f, 135.0f, cl_fov );
374
375 if( cl_menu )
376 fov_target = menu_fov_target;
377 fov = vg_lerpf( fov, fov_target, vg.frame_delta * 2.0f );
378 fov = freecam? 60.0f: fov;
379
380 main_camera.fov = fov;
381 #endif
382
383 player__pre_render( &localplayer );
384
385 v3_lerp( localplayer.cam.pos, menu_camera_pos, menu_opacity,
386 main_camera.pos );
387 main_camera.angles[0] =
388 vg_alerpf( localplayer.cam.angles[0], menu_camera_angles[0],
389 menu_opacity );
390 main_camera.angles[1] =
391 vg_lerpf ( localplayer.cam.angles[1], menu_camera_angles[1],
392 menu_opacity );
393
394 main_camera.fov = vg_lerpf( localplayer.cam.fov, menu_smooth_fov,
395 menu_opacity );
396 main_camera.nearz = 0.1f;
397 main_camera.farz = 2100.0f;
398
399 camera_update_transform( &main_camera );
400
401 if( localplayer.gate_waiting ){
402 m3x3_mul( localplayer.basis_gate, main_camera.transform,
403 main_camera.transform );
404 }
405 else{
406 m3x3_mul( localplayer.basis, main_camera.transform,
407 main_camera.transform );
408 }
409
410 camera_update_view( &main_camera );
411 camera_update_projection( &main_camera );
412 camera_finalize( &main_camera );
413
414 /* ========== Begin Frame ========== */
415
416 render_scene();
417
418 if( cl_menu ) {
419 //glClear( GL_DEPTH_BUFFER_BIT );
420 menu_render_bg();
421 glEnable( GL_DEPTH_TEST );
422 }
423
424 render_player_transparent();
425 render_scene_gate_subview();
426
427 present_view_with_post_processing();
428
429 if( cl_menu )
430 menu_render_fg( &main_camera );
431
432 /* =========== End Frame =========== */
433 }
434
435 VG_STATIC void vg_render(void)
436 {
437 if( skaterift_status == 0 ){
438 _vg_loader_render();
439 return;
440 }
441
442 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
443
444 glViewport( 0,0, vg.window_x, vg.window_y );
445 glDisable( GL_DEPTH_TEST );
446
447 glClearColor( 1.0f, 0.0f, 0.0f, 0.0f );
448 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
449
450 render_main_game();
451
452 m4x4_copy( main_camera.mtx.pv, vg.pv );
453
454 /* Other shite */
455 glDisable(GL_BLEND);
456 glDisable(GL_DEPTH_TEST);
457 vg_lines_drawall();
458 glViewport( 0,0, vg.window_x, vg.window_y );
459 }
460
461 VG_STATIC void vg_ui(void)
462 {
463 if( skaterift_status == 0 ){
464 return;
465 }
466
467 #if 0
468 player__im_gui( &localplayer );
469 #endif
470 world_instance *world = get_active_world();
471 menu_crap_ui();
472
473 render_view_framebuffer_ui();
474 }