2 * =============================================================================
4 * Copyright . . . -----, ,----- ,---. .---.
5 * 2021-2023 |\ /| | / | | | | /|
6 * | \ / | +-- / +----- +---' | / |
7 * | \ / | | / | | \ | / |
8 * | \/ | | / | | \ | / |
9 * ' ' '--' [] '----- '----- ' ' '---' SOFTWARE
11 * =============================================================================
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;
36 static rb_object aaron
={
38 .rb
.bbx
= {{ -2.0f
, -1.0f
, -1.0f
}, { 2.0f
, 1.0f
, 1.0f
}}
42 int main( int argc
, char *argv
[] )
44 vg_mem
.use_libc_malloc
= 0;
45 vg_set_mem_quota( 160*1024*1024 );
46 vg_enter( argc
, argv
, "Voyager Game Engine" );
50 VG_STATIC
void highscores_save_at_exit(void)
52 highscores_serialize_all();
55 VG_STATIC
void vg_launch_opt(void)
59 VG_STATIC
void vg_preload(void)
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(" ' ' '--' [] '----- '----- ' ' '---' "
71 highscores_init( 2000, 50 );
72 if( !highscores_read() )
73 highscores_create_db();
75 vg_loader_step( NULL
, highscores_save_at_exit
);
78 vg_loader_step( NULL
, steam_end
);
79 vg_loader_step( network_init
, network_end
);
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
);
90 VG_STATIC
void load_playermodels(void)
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" );
96 player_board_load( &localplayer_boards
[0], "models/board_fish.mdl" );
99 shader_model_character_view_register();
100 shader_model_board_view_register();
103 void temp_update_playermodel(void){
104 player__use_model( &localplayer
, &localplayer_models
[cl_playermdl_id
] );
107 VG_STATIC
void async_skaterift_complete( void *payload
, u32 size
)
109 skaterift_status
= 1;
111 localplayer
.viewable_world
= get_active_world();
112 localplayer_cmd_respawn( 1, (const char *[]){ "start" } );
115 VG_STATIC
void vg_load(void)
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
);
123 font3d_load( &world_global
.font
, "models/rs_font.mdl", vg_mem
.rtmemory
);
125 vg_loader_step( player_init
, NULL
);
126 vg_loader_step( player_ragdoll_init
, NULL
);
128 /* ----------------- */
129 vg_loader_step( load_playermodels
, NULL
);
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
);
139 /* --------------------- */
142 vg_loader_step( audio_init
, audio_free
);
144 /* 'systems' are completely loaded now */
146 /* load home world */
149 world_load( 0, "maps/mp_spawn.mdl" );
151 world_load( 0, "maps/mp_mtzero.mdl" );
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 );
161 vg_console_load_autos();
163 vg_async_call( async_skaterift_complete
, NULL
, 0 );
166 VG_STATIC
void draw_origin_axis(void)
168 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 1.0f
, 0.0f
, 0.0f
}, 0xffff0000 );
169 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 0.0f
, 1.0f
, 0.0f
}, 0xff00ff00 );
170 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 0.0f
, 0.0f
, 1.0f
}, 0xff0000ff );
173 VG_STATIC
void vg_update(void)
177 if( skaterift_status
== 1 ){
181 player__pre_update( &localplayer
);
183 world_update( get_active_world(), localplayer
.rb
.co
);
184 audio_ambient_sprites_update( get_active_world(), localplayer
.rb
.co
);
188 VG_STATIC
void vg_update_fixed(void)
190 if( skaterift_status
== 1 ){
191 world_routes_fixedupdate( get_active_world() );
193 player__update( &localplayer
);
194 vehicle_update_fixed();
197 world_instance
*world
= get_active_world();
199 rb_ct
*buf
= rb_global_buffer();
201 int l
= rb_box__scene( aaron
.rb
.to_world
, aaron
.rb
.bbx
,
202 NULL
, &world
->rb_geo
.inf
.scene
, buf
);
203 for( int j
=0; j
<l
; j
++ ){
204 buf
[j
].rba
= &aaron
.rb
;
205 buf
[j
].rbb
= &world
->rb_geo
.rb
;
207 rb_contact_count
+= l
;
208 rb_presolve_contacts( rb_contact_buffer
, rb_contact_count
);
210 for( int j
=0; j
<8; j
++ ){
211 rb_solve_contacts( rb_contact_buffer
, rb_contact_count
);
214 rb_iter( &aaron
.rb
);
215 rb_update_transform( &aaron
.rb
);
221 VG_STATIC
void vg_update_post(void)
223 if( skaterift_status
== 1 ){
224 player__post_update( &localplayer
);
228 world_audio_sample_distances( localplayer
.rb
.co
, &sample_index
, &dist
);
231 vg_dsp
.echo_distances
[sample_index
] = dist
;
233 v3f ears
= { 1.0f
,0.0f
,0.0f
};
234 m3x3_mulv( main_camera
.transform
, ears
, ears
);
235 v3_copy( ears
, vg_audio
.external_listener_ears
);
236 v3_copy( main_camera
.transform
[3], vg_audio
.external_listener_pos
);
238 if( localplayer
.gate_waiting
){
239 m4x3_mulv( localplayer
.gate_waiting
->transport
,
240 vg_audio
.external_listener_pos
,
241 vg_audio
.external_listener_pos
);
244 v3_copy( localplayer
.rb
.v
, vg_audio
.external_lister_velocity
);
248 vehicle_update_post();
251 SDL_Scancode sc
= SDL_GetScancodeFromKey( SDLK_q
);
252 if( vg_input
.sdl_keys
[sc
] ){
253 m4x3_mulv( main_camera
.transform
, (v3f
){0.0f
,0.0f
,-3.0f
},
256 v3_zero( aaron
.rb
.v
);
257 v3_zero( aaron
.rb
.w
);
258 rb_update_transform( &aaron
.rb
);
261 rb_object_debug( &aaron
, VG__PINK
);
266 VG_STATIC
void vg_framebuffer_resize( int w
, int h
)
271 VG_STATIC
void present_view_with_post_processing(void)
273 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
274 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
277 glDisable(GL_DEPTH_TEST
);
278 glBlendFunc(GL_ONE_MINUS_DST_ALPHA
, GL_DST_ALPHA
);
279 glBlendEquation(GL_FUNC_ADD
);
282 render_fb_inverse_ratio( gpipeline
.fb_main
, inverse
);
285 shader_blitblur_use();
286 shader_blitblur_uTexMain( 0 );
287 shader_blitblur_uTexMotion( 1 );
288 shader_blitblur_uBlurStrength( cl_blur_strength
/
289 (vg
.time_frame_delta
*60.0) );
290 shader_blitblur_uInverseRatio( inverse
);
293 v2_muls( (v2f
){ 0.04f
, 0.001f
}, menu_opacity
, menu_blurring
);
294 shader_blitblur_uOverrideDir( menu_blurring
);
296 render_fb_bind_texture( gpipeline
.fb_main
, 0, 0 );
297 render_fb_bind_texture( gpipeline
.fb_main
, 1, 1 );
301 shader_blit_uTexMain( 0 );
302 shader_blit_uInverseRatio( inverse
);
303 render_fb_bind_texture( gpipeline
.fb_main
, 0, 0 );
309 VG_STATIC
void render_player_transparent(void)
311 static camera small_cam
; /* DOES NOT NEED TO BE STATIC BUT MINGW
314 m4x3_copy( main_camera
.transform
, small_cam
.transform
);
316 small_cam
.fov
= main_camera
.fov
;
317 small_cam
.nearz
= 0.05f
;
318 small_cam
.farz
= 60.0f
;
320 camera_update_view( &small_cam
);
321 camera_update_projection( &small_cam
);
322 camera_finalize( &small_cam
);
324 /* Draw player to window buffer and blend background ontop */
325 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
326 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
327 player__render( &small_cam
, &localplayer
);
330 VG_STATIC
void render_scene(void)
332 render_fb_bind( gpipeline
.fb_main
, 1 );
333 glClearColor( 0.0f
, 0.0f
, 0.0f
, 1.0f
);
334 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
|GL_STENCIL_BUFFER_BIT
);
337 glEnable( GL_DEPTH_TEST
);
339 world_instance
*view_world
= localplayer
.viewable_world
;
341 if( view_world
== NULL
){
342 glClearColor( 0.25f
, 0.25f
, 0.0f
, 1.0f
);
343 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
|GL_STENCIL_BUFFER_BIT
);
347 world_prerender( view_world
);
348 render_world( view_world
, &main_camera
, 0 );
350 render_water_texture( view_world
, &main_camera
, 0 );
351 render_fb_bind( gpipeline
.fb_main
, 1 );
352 render_water_surface( view_world
, &main_camera
);
355 VG_STATIC
void render_scene_gate_subview(void)
357 render_fb_bind( gpipeline
.fb_main
, 1 );
358 world_instance
*view_world
= localplayer
.viewable_world
;
361 if( localplayer
.gate_waiting
) depth
= 0;
362 render_world_gates( view_world
, &main_camera
, depth
);
365 VG_STATIC
void render_main_game(void)
368 static float fov
= 60.0f
;
369 float fov_target
= vg_lerpf( 90.0f
, 110.0f
, cl_fov
);
371 if( player
.controller
== k_player_controller_skate
)
372 fov_target
= vg_lerpf( 97.0f
, 135.0f
, cl_fov
);
375 fov_target
= menu_fov_target
;
376 fov
= vg_lerpf( fov
, fov_target
, vg
.frame_delta
* 2.0f
);
377 fov
= freecam
? 60.0f
: fov
;
379 main_camera
.fov
= fov
;
382 player__pre_render( &localplayer
);
384 v3_lerp( localplayer
.cam
.pos
, menu_camera_pos
, menu_opacity
,
386 main_camera
.angles
[0] =
387 vg_alerpf( localplayer
.cam
.angles
[0], menu_camera_angles
[0],
389 main_camera
.angles
[1] =
390 vg_lerpf ( localplayer
.cam
.angles
[1], menu_camera_angles
[1],
393 main_camera
.fov
= vg_lerpf( localplayer
.cam
.fov
, menu_smooth_fov
,
395 main_camera
.nearz
= 0.1f
;
396 main_camera
.farz
= 2100.0f
;
398 camera_update_transform( &main_camera
);
400 if( localplayer
.gate_waiting
){
401 m3x3_mul( localplayer
.basis_gate
, main_camera
.transform
,
402 main_camera
.transform
);
405 m3x3_mul( localplayer
.basis
, main_camera
.transform
,
406 main_camera
.transform
);
409 camera_update_view( &main_camera
);
410 camera_update_projection( &main_camera
);
411 camera_finalize( &main_camera
);
413 /* ========== Begin Frame ========== */
418 //glClear( GL_DEPTH_BUFFER_BIT );
420 glEnable( GL_DEPTH_TEST
);
423 render_player_transparent();
424 render_scene_gate_subview();
426 present_view_with_post_processing();
429 menu_render_fg( &main_camera
);
431 /* =========== End Frame =========== */
434 VG_STATIC
void vg_render(void)
436 if( skaterift_status
== 0 ){
441 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
443 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
444 glDisable( GL_DEPTH_TEST
);
446 glClearColor( 1.0f
, 0.0f
, 0.0f
, 0.0f
);
447 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
);
451 m4x4_copy( main_camera
.mtx
.pv
, vg
.pv
);
455 glDisable(GL_DEPTH_TEST
);
457 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
460 VG_STATIC
void vg_ui(void)
462 if( skaterift_status
== 0 ){
467 player__im_gui( &localplayer
);
469 world_instance
*world
= get_active_world();
472 render_view_framebuffer_ui();