i hope your hapy
[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
23
24 #include "player.h"
25 VG_STATIC player_instance localplayer;
26 VG_STATIC struct player_avatar localplayer_avatar;
27 VG_STATIC glmesh localplayer_meshes[3];
28 vg_tex2d localplayer_texture = { .path = "textures/ch_gradient.qoi" };
29
30
31
32
33
34
35 #include "network.h"
36
37 #if 0
38 #include "menu.h"
39 #endif
40 #include "vehicle.h"
41
42 static int cl_ui = 1,
43 cl_view_id = 0,
44 cl_light_edit = 0;
45
46 int main( int argc, char *argv[] )
47 {
48 vg_mem.use_libc_malloc = 0;
49 vg_set_mem_quota( 160*1024*1024 );
50 vg_enter( argc, argv, "Voyager Game Engine" );
51
52 return 0;
53 }
54
55 VG_STATIC void highscores_save_at_exit(void)
56 {
57 highscores_serialize_all();
58 }
59
60 VG_STATIC void vg_launch_opt(void)
61 {
62
63 }
64
65 VG_STATIC int __kill( int argc, const char *argv[] )
66 {
67 #if 0
68 player_use_device( &localplayer, &player_device_dead, &localplayer_dead );
69 #endif
70 return 0;
71 }
72
73 VG_STATIC int __respawn( int argc, const char *argv[] )
74 {
75 ent_spawn *rp = NULL, *r;
76 world_instance *world = get_active_world();
77
78 if( argc == 1 ){
79 for( u32 i=0; i<mdl_arrcount(&world->ent_spawn); i++ ){
80 r = mdl_arritm( &world->ent_spawn, i );
81 if( !strcmp( mdl_pstr(&world->meta, r->pstr_name),argv[0] ) ){
82 rp = r;
83 break;
84 }
85 }
86
87 if( !rp )
88 vg_warn( "No spawn named '%s'\n", argv[0] );
89 }
90
91 if( !rp ){
92 float min_dist = INFINITY;
93
94 for( u32 i=0; i<mdl_arrcount(&world->ent_spawn); i++ ){
95 r = mdl_arritm( &world->ent_spawn, i );
96 float d = v3_dist2( r->transform.co, localplayer.rb.co );
97
98 if( d < min_dist ){
99 min_dist = d;
100 rp = r;
101 }
102 }
103 }
104
105 if( !rp ){
106 vg_error( "No spawn found\n" );
107
108 if( !mdl_arrcount(&world->ent_spawn) )
109 return 0;
110
111 rp = mdl_arritm( &world->ent_spawn, 0 );
112 }
113
114 player__spawn( &localplayer, rp );
115 return 1;
116 }
117
118 VG_STATIC void vg_preload(void)
119 {
120 g_conf_init();
121
122 common_var_temp();
123
124 vg_var_push( (struct vg_var){
125 .name = "cl_ui",
126 .data = &cl_ui,
127 .data_type = k_var_dtype_i32,
128 .opt_i32 = { .min=0, .max=1, .clamp=1 },
129 .persistent = 0
130 });
131
132 vg_var_push( (struct vg_var){
133 .name = "cl_view_id",
134 .data = &cl_view_id,
135 .data_type = k_var_dtype_i32,
136 .opt_i32 = { .min=0, .max=1, .clamp=1 },
137 .persistent = 0
138 });
139
140 vg_var_push( (struct vg_var){
141 .name = "ledit",
142 .data = &cl_light_edit,
143 .data_type = k_var_dtype_i32,
144 .opt_i32 = { .min=0, .max=1, .clamp=1 },
145 .persistent = 0
146 });
147
148 vg_function_push( (struct vg_cmd) {
149 .name = "respawn",
150 .function = __respawn,
151 //.poll_suggest = reset_player_poll
152 });
153
154 vg_function_push( (struct vg_cmd) {
155 .name = "ded",
156 .function = __kill,
157 //.poll_suggest = reset_player_poll
158 });
159
160 vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" );
161 vg_info(" 2021-2022 |\\ /| | / | | | | /| \n" );
162 vg_info(" | \\ / | +-- / +----- +---' | / | \n" );
163 vg_info(" | \\ / | | / | | \\ | / | \n" );
164 vg_info(" | \\/ | | / | | \\ | / | \n" );
165 vg_info(" ' ' '--' [] '----- '----- ' ' '---' "
166 "SOFTWARE\n" );
167
168 highscores_init( 2000, 50 );
169 if( !highscores_read() )
170 highscores_create_db();
171
172 vg_loader_step( NULL, highscores_save_at_exit );
173
174 steam_init();
175 vg_loader_step( NULL, steam_end );
176 vg_loader_step( network_init, network_end );
177 }
178
179 VG_STATIC void load_playermodels(void)
180 {
181 vg_linear_clear( vg_mem.scratch );
182
183 /*
184 * load in other player models. This may need to be more sophisticated in
185 * the futre if we have more of these guys
186 */
187 mdl_context ctx_default,
188 ctx_outlaw,
189 ctx_jordan;
190
191 mdl_open( &ctx_default, "models/ch_new.mdl", vg_mem.scratch );
192 mdl_load_metadata_block( &ctx_default, vg_mem.scratch );
193 mdl_load_mesh_block( &ctx_default, vg_mem.scratch );
194 mdl_close( &ctx_default );
195
196 mdl_open( &ctx_outlaw, "models/ch_outlaw.mdl", vg_mem.scratch );
197 mdl_load_metadata_block( &ctx_outlaw, vg_mem.scratch );
198 mdl_load_mesh_block( &ctx_outlaw, vg_mem.scratch );
199 mdl_close( &ctx_outlaw );
200
201 mdl_open( &ctx_jordan, "models/ch_jordan.mdl", vg_mem.scratch );
202 mdl_load_metadata_block( &ctx_jordan, vg_mem.scratch );
203 mdl_load_mesh_block( &ctx_jordan, vg_mem.scratch );
204 mdl_close( &ctx_jordan );
205
206 vg_acquire_thread_sync();
207 {
208 mdl_unpack_glmesh( &ctx_default, &localplayer_meshes[0] );
209 mdl_unpack_glmesh( &ctx_outlaw, &localplayer_meshes[1] );
210 mdl_unpack_glmesh( &ctx_jordan, &localplayer_meshes[2] );
211 }
212 vg_release_thread_sync();
213
214 /* FIXME: hack */
215 shader_model_character_view_register();
216 vg_acquire_thread_sync();
217 {
218 vg_tex2d_init( (vg_tex2d *[]){ &localplayer_texture }, 1 );
219 }
220 vg_release_thread_sync();
221 }
222
223 VG_STATIC void vg_load(void)
224 {
225 vg_loader_step( render_init, NULL );
226 //vg_loader_step( menu_init, NULL );
227 vg_loader_step( world_init, NULL );
228 //vg_loader_step( player_init, NULL );
229 //vg_loader_step( vehicle_init, NULL );
230 //
231 //vg_loader_step( player_model_init, NULL );
232
233 /* ----------------- */
234 vg_loader_step( load_playermodels, NULL );
235
236 /* player setup */
237 player__create( &localplayer );
238 player_avatar_load( &localplayer_avatar, "models/ch_new.mdl" );
239 player__use_avatar( &localplayer, &localplayer_avatar );
240 player__use_mesh( &localplayer, &localplayer_meshes[0] );
241 player__use_texture( &localplayer, &localplayer_texture );
242 player__bind( &localplayer );
243
244 /* --------------------- */
245
246 vg_bake_shaders();
247 vg_loader_step( audio_init, audio_free );
248
249 /* 'systems' are completely loaded now */
250
251 /* load home world */
252 world_load( &world_global.worlds[0], "maps/mp_gridmap.mdl" );
253
254 #if 0
255 world_load( &world_global.worlds[1], "maps/mp_gridmap.mdl" );
256 world_link_nonlocal_gates( 0, 1 );
257 world_load( &world_global.worlds[2], "maps/mp_mtzero.mdl" );
258 world_link_nonlocal_gates( 0, 2 );
259 #endif
260
261 vg_console_load_autos();
262 }
263
264 VG_STATIC void vg_start(void)
265 {
266 __respawn( 1, (const char *[]){ "start" } );
267 }
268
269 VG_STATIC void draw_origin_axis(void)
270 {
271 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 1.0f, 0.0f, 0.0f }, 0xffff0000 );
272 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 1.0f, 0.0f }, 0xff00ff00 );
273 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 0.0f, 1.0f }, 0xff0000ff );
274 }
275
276 VG_STATIC void vg_update(void)
277 {
278 steam_update();
279
280 if( vg.is_loaded )
281 {
282 draw_origin_axis();
283 network_update();
284
285 #if 0
286 if( !gzoomer.inside )
287 player_update_pre();
288 #endif
289
290 player__pre_update( &localplayer );
291 world_update( get_active_world(), localplayer.rb.co );
292
293 audio_update();
294 }
295 }
296
297 VG_STATIC void vg_update_fixed(void)
298 {
299 if( vg.is_loaded )
300 {
301 #if 0
302 if( !gzoomer.inside )
303 player_update_fixed();
304
305 vehicle_update_fixed();
306 #endif
307
308 player__update( &localplayer );
309 }
310 }
311
312 VG_STATIC void vg_update_post(void)
313 {
314 if( vg.is_loaded )
315 {
316 #if 0
317 if( gzoomer.inside )
318 {
319 vehicle_camera();
320 }
321 else
322 {
323 player_update_post();
324 }
325 #endif
326
327 player__post_update( &localplayer );
328
329
330 float inr3 = 0.57735027,
331 inr2 = 0.70710678118;
332
333 v3f sample_directions[] = {
334 { -1.0f, 0.0f, 0.0f },
335 { 1.0f, 0.0f, 0.0f },
336 { 0.0f, 0.0f, 1.0f },
337 { 0.0f, 0.0f, -1.0f },
338 { 0.0f, 1.0f, 0.0f },
339 { 0.0f, -1.0f, 0.0f },
340 { -inr3, inr3, inr3 },
341 { inr3, inr3, inr3 },
342 { -inr3, inr3, -inr3 },
343 { inr3, inr3, -inr3 },
344 { -inr2, 0.0f, inr2 },
345 { inr2, 0.0f, inr2 },
346 { -inr2, 0.0f, -inr2 },
347 { inr2, 0.0f, -inr2 },
348 };
349
350 static int si = 0;
351 static float distances[16];
352
353 ray_hit ray;
354 ray.dist = 5.0f;
355
356 v3f rc, rd, ro;
357 v3_copy( sample_directions[ si ], rd );
358 v3_add( localplayer.rb.co, (v3f){0.0f,1.5f,0.0f}, ro );
359 v3_copy( ro, rc );
360
361 float dist = 200.0f;
362
363 for( int i=0; i<10; i++ )
364 {
365 if( ray_world( get_active_world(), rc, rd, &ray ) )
366 {
367 dist = (float)i*5.0f + ray.dist;
368 break;
369 }
370 else
371 {
372 v3_muladds( rc, rd, ray.dist, rc );
373 }
374 }
375
376 distances[si] = dist;
377
378
379 for( int i=0; i<14; i++ )
380 {
381 if( distances[i] != 200.0f )
382 {
383 u32 colours[] = { VG__RED, VG__BLUE, VG__GREEN,
384 VG__CYAN, VG__YELOW, VG__PINK,
385 VG__WHITE };
386
387 u32 colour = colours[i%7];
388
389 v3f p1;
390 v3_muladds( ro, sample_directions[i], distances[i], p1 );
391 vg_line( ro, p1, colour );
392 vg_line_pt3( p1, 0.1f, colour );
393 }
394 }
395
396 si ++;
397 if( si >= 14 )
398 si = 0;
399
400
401 /* FIXME: TEMP */
402 audio_lock();
403 vg_dsp.echo_distances[si] = dist;
404
405 v3f ears = { 1.0f,0.0f,0.0f };
406 m3x3_mulv( main_camera.transform, ears, ears );
407 v3_copy( ears, vg_audio.listener_ears );
408 v3_copy( main_camera.transform[3], vg_audio.listener_pos );
409 v3_copy( localplayer.rb.v, vg_audio.listener_velocity );
410 audio_unlock();
411
412 #if 0
413 menu_update();
414 vehicle_update_post();
415 #endif
416 }
417 }
418
419 VG_STATIC void vg_framebuffer_resize( int w, int h )
420 {
421 render_fb_resize();
422 }
423
424 VG_STATIC void present_view_with_post_processing(void)
425 {
426 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
427
428 glEnable(GL_BLEND);
429 glDisable(GL_DEPTH_TEST);
430 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
431 glBlendEquation(GL_FUNC_ADD);
432
433 if( cl_blur )
434 {
435 shader_blitblur_use();
436 shader_blitblur_uTexMain( 0 );
437 shader_blitblur_uTexMotion( 1 );
438 shader_blitblur_uBlurStrength(cl_blur_strength / (vg.frame_delta*60.0f));
439
440 v2f menu_blurring;
441 //v2_muls( (v2f){ 0.04f, 0.001f }, menu_opacity, menu_blurring );
442 v2_muls( (v2f){ 0.04f, 0.001f }, 0.0f, menu_blurring );
443 shader_blitblur_uOverrideDir( menu_blurring );
444
445 if( cl_view_id == 0 )
446 render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
447 else if( cl_view_id == 1 )
448 render_fb_bind_texture( gpipeline.fb_main, 1, 0 );
449 else
450 render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
451
452 render_fb_bind_texture( gpipeline.fb_main, 1, 1 );
453 }
454 else
455 {
456 shader_blit_use();
457 shader_blit_uTexMain( 0 );
458 render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
459 }
460
461 render_fsquad();
462 }
463
464 VG_STATIC void render_player_transparent(void)
465 {
466 static camera small_cam; /* DOES NOT NEED TO BE STATIC BUT MINGW
467 SAIS OTHERWISE */
468
469 m4x3_copy( main_camera.transform, small_cam.transform );
470
471 small_cam.fov = main_camera.fov;
472 small_cam.nearz = 0.05f;
473 small_cam.farz = 60.0f;
474
475 camera_update_view( &small_cam );
476 camera_update_projection( &small_cam );
477 camera_finalize( &small_cam );
478
479 /* Draw player to window buffer and blend background ontop */
480 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
481 player__render( &small_cam, &localplayer );
482 }
483
484 VG_STATIC void render_scene(void)
485 {
486 render_fb_bind( gpipeline.fb_main );
487 glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
488 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
489
490 /* Draw world */
491 glEnable( GL_DEPTH_TEST );
492
493 world_instance *view_world = localplayer.viewable_world;
494
495 if( view_world == NULL ){
496 glClearColor( 0.25f, 0.25f, 0.0f, 1.0f );
497 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
498 return;
499 }
500
501 render_world( view_world, &main_camera );
502
503 int player_transparent = 1,
504 player_draw = 1;
505
506 #if 0
507 if( (localplayer.subsystem == k_player_subsystem_dead) ||
508 (localplayer.camera_mode == k_cam_thirdperson) )
509 player_transparent = 0;
510 #endif
511
512 if( !player_transparent && player_draw )
513 player__render( &main_camera, &localplayer );
514
515
516 render_water_texture( view_world, &main_camera );
517 render_fb_bind( gpipeline.fb_main );
518 render_water_surface( view_world, &main_camera );
519 render_world_gates( view_world, &main_camera );
520
521 if( player_transparent && player_draw )
522 render_player_transparent();
523 }
524
525 VG_STATIC void render_menu(void)
526 {
527 glClear( GL_DEPTH_BUFFER_BIT );
528 #if 0
529 menu_render( &main_camera );
530 #endif
531 }
532
533 VG_STATIC void render_main_game(void)
534 {
535 #if 0
536 static float fov = 60.0f;
537 float fov_target = vg_lerpf( 90.0f, 110.0f, cl_fov );
538
539 if( player.controller == k_player_controller_skate )
540 fov_target = vg_lerpf( 97.0f, 135.0f, cl_fov );
541
542 if( cl_menu )
543 fov_target = menu_fov_target;
544 fov = vg_lerpf( fov, fov_target, vg.frame_delta * 2.0f );
545 fov = freecam? 60.0f: fov;
546
547 main_camera.fov = fov;
548 #endif
549
550 /* copy camera from player.
551 * TODO: blend with camera from menu */
552
553 /* FIXME: TEMP!! */
554 player__pre_render( &localplayer );
555
556 v3_copy( localplayer.cam.pos, main_camera.pos );
557 v3_copy( localplayer.cam.angles, main_camera.angles );
558 main_camera.fov = localplayer.cam.fov;
559 main_camera.nearz = 0.1f;
560 main_camera.farz = 2100.0f;
561
562 camera_update_transform( &main_camera );
563
564 if( localplayer.gate_waiting )
565 {
566 m3x3_mul( localplayer.basis_gate, main_camera.transform,
567 main_camera.transform );
568 }
569 else
570 {
571 m3x3_mul( localplayer.basis, main_camera.transform,
572 main_camera.transform );
573 }
574
575 camera_update_view( &main_camera );
576 camera_update_projection( &main_camera );
577 camera_finalize( &main_camera );
578
579 /* ========== Begin Frame ========== */
580
581 render_scene();
582 present_view_with_post_processing();
583
584 #if 0
585 if( cl_menu )
586 {
587 render_menu();
588 render_player_transparent();
589 }
590 #endif
591
592 /* =========== End Frame =========== */
593 }
594
595 VG_STATIC void vg_render(void)
596 {
597 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
598
599 glViewport( 0,0, vg.window_x, vg.window_y );
600 glDisable( GL_DEPTH_TEST );
601
602 glClearColor( 1.0f, 0.0f, 0.0f, 0.0f );
603 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
604
605 render_main_game();
606
607 m4x4_copy( main_camera.mtx.pv, vg.pv );
608
609 /* Other shite */
610 glDisable(GL_BLEND);
611 glDisable( GL_DEPTH_TEST );
612 vg_lines_drawall();
613 glViewport( 0,0, vg.window_x, vg.window_y );
614 }
615
616 VG_STATIC void run_light_widget( struct light_widget *lw );
617 VG_STATIC void vg_ui(void)
618 {
619 player__im_gui( &localplayer );
620 world_instance *world = get_active_world();
621
622 #if 0
623 menu_crap_ui();
624 #endif
625
626 #if 0
627 if( cl_light_edit )
628 {
629 vg_uictx.cursor[0] = 10;
630 vg_uictx.cursor[1] = 10;
631 vg_uictx.cursor[2] = 200;
632 vg_uictx.cursor[3] = 20;
633
634 struct ub_world_lighting *wl = &gpipeline.ub_world_lighting;
635 struct ui_slider_vector
636 s5 = { .min=0.0f, .max=2.0f, .len=3, .data=wl->g_ambient_colour };
637
638 struct ui_slider
639 s8 = { .min=0.0f, .max=2.0f, .data = &gpipeline.shadow_spread },
640 s9 = { .min=0.0f, .max=25.0f, .data = &gpipeline.shadow_length };
641
642 for( int i=0; i<3; i++ )
643 run_light_widget( &gpipeline.widgets[i] );
644
645 ui_text( vg_uictx.cursor, "Ambient", 1, 0 );
646 vg_uictx.cursor[1] += 16;
647 ui_slider_vector( &s5 );
648
649 ui_text( vg_uictx.cursor, "Shadows", 1, 0 );
650 vg_uictx.cursor[1] += 16;
651 ui_slider( &s8 );
652 ui_slider( &s9 );
653
654 ui_text( vg_uictx.cursor, "Misc", 1, 0 );
655 vg_uictx.cursor[1] += 16;
656 struct ui_checkbox c1 = {.data = &wl->g_light_preview};
657 ui_checkbox( &c1 );
658
659 render_update_lighting_ub();
660 }
661 #endif
662
663 audio_debug_soundscapes();
664 render_view_framebuffer_ui();
665
666 #if 0
667 player_physics_gui();
668 #endif
669 }
670
671 VG_STATIC void run_light_widget( struct light_widget *lw )
672 {
673 struct ui_checkbox c1 = { .data=&lw->enabled };
674
675 ui_checkbox( &c1 );
676
677 if( lw->enabled )
678 {
679 struct ui_slider_vector
680 colour = { .min=0.0f, .max=2.0f, .len=3, .data=lw->colour },
681 dir = { .min=-VG_PIf, .max=VG_PIf, .len=2, .data=lw->dir };
682
683 ui_slider_vector( &colour );
684 vg_uictx.cursor[1] += 4;
685 ui_slider_vector( &dir );
686 }
687 }
688
689 VG_STATIC void run_debug_info(void)
690 {
691 #if 0
692 char buf[40];
693
694 snprintf( buf, 40, "%.2fm/s", v3_length( player.rb.v ) );
695 ui_text( (ui_px [2]){ 0, 0 }, buf, 1, k_text_align_left );
696
697 snprintf( buf, 40, "%.2f %.2f %.2f m/s",
698 player.phys.a[0], player.phys.a[1], player.phys.a[2] );
699 ui_text( (ui_px [2]){ 0, 20 }, buf, 1, k_text_align_left );
700
701 snprintf( buf, 40, "pos %.2f %.2f %.2f",
702 player.phys.rb.co[0], player.phys.rb.co[1], player.phys.rb.co[2] );
703 ui_text( (ui_px [2]){ 0, 40 }, buf, 1, k_text_align_left );
704
705 if( vg_input.controller_handle )
706 {
707 for( int i=0; i<vg_list_size(vg_input.controller_axises); i++ )
708 {
709 snprintf( buf, 40, "%.2f", vg_input.controller_axises[i] );
710 ui_text( (ui_px [2]){ 0, (i+3)*20 }, buf, 1, k_text_align_left );
711 }
712 }
713 else
714 {
715 ui_text( (ui_px [2]){ 0, 60 },
716 "Gamepad not ready", 1, k_text_align_left );
717 }
718 #endif
719 }