2 * =============================================================================
4 * Copyright . . . -----, ,----- ,---. .---.
5 * 2021-2023 |\ /| | / | | | | /|
6 * | \ / | +-- / +----- +---' | / |
7 * | \ / | | / | | \ | / |
8 * | \/ | | / | | \ | / |
9 * ' ' '--' [] '----- '----- ' ' '---' SOFTWARE
11 * =============================================================================
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" };
46 int main( int argc
, char *argv
[] )
48 vg_mem
.use_libc_malloc
= 0;
49 vg_set_mem_quota( 160*1024*1024 );
50 vg_enter( argc
, argv
, "Voyager Game Engine" );
55 VG_STATIC
void highscores_save_at_exit(void)
57 highscores_serialize_all();
60 VG_STATIC
void vg_launch_opt(void)
65 VG_STATIC
int __kill( int argc
, const char *argv
[] )
68 player_use_device( &localplayer
, &player_device_dead
, &localplayer_dead
);
73 VG_STATIC
int __respawn( int argc
, const char *argv
[] )
75 struct respawn_point
*rp
= NULL
, *r
;
77 world_instance
*world
= get_active_world();
81 for( int i
=0; i
<world
->spawn_count
; i
++ )
83 r
= &world
->spawns
[i
];
84 if( !strcmp( r
->name
, argv
[0] ) )
92 vg_warn( "No spawn named '%s'\n", argv
[0] );
97 float min_dist
= INFINITY
;
99 for( int i
=0; i
<world
->spawn_count
; i
++ )
101 r
= &world
->spawns
[i
];
102 float d
= v3_dist2( r
->co
, localplayer
.rb
.co
);
104 vg_info( "Dist %s : %f\n", r
->name
, d
);
115 vg_error( "No spawn found\n" );
117 if( !world
->spawn_count
)
120 rp
= &world
->spawns
[0];
123 player__spawn( &localplayer
, rp
);
127 VG_STATIC
void vg_preload(void)
133 vg_var_push( (struct vg_var
){
136 .data_type
= k_var_dtype_i32
,
137 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
141 vg_var_push( (struct vg_var
){
142 .name
= "cl_view_id",
144 .data_type
= k_var_dtype_i32
,
145 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
149 vg_var_push( (struct vg_var
){
151 .data
= &cl_light_edit
,
152 .data_type
= k_var_dtype_i32
,
153 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
157 vg_function_push( (struct vg_cmd
) {
159 .function
= __respawn
,
160 //.poll_suggest = reset_player_poll
163 vg_function_push( (struct vg_cmd
) {
166 //.poll_suggest = reset_player_poll
169 vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" );
170 vg_info(" 2021-2022 |\\ /| | / | | | | /| \n" );
171 vg_info(" | \\ / | +-- / +----- +---' | / | \n" );
172 vg_info(" | \\ / | | / | | \\ | / | \n" );
173 vg_info(" | \\/ | | / | | \\ | / | \n" );
174 vg_info(" ' ' '--' [] '----- '----- ' ' '---' "
177 highscores_init( 2000, 50 );
178 if( !highscores_read() )
179 highscores_create_db();
181 vg_loader_step( NULL
, highscores_save_at_exit
);
184 vg_loader_step( NULL
, steam_end
);
185 vg_loader_step( network_init
, network_end
);
188 VG_STATIC
void load_playermodels(void)
190 vg_linear_clear( vg_mem
.scratch
);
193 * load in other player models. This may need to be more sophisticated in
194 * the futre if we have more of these guys
196 mdl_context ctx_default
,
200 mdl_open( &ctx_default
, "models/ch_new.mdl" );
201 mdl_load_metadata( &ctx_default
, vg_mem
.scratch
);
202 mdl_load_mesh_data( &ctx_default
, vg_mem
.scratch
);
203 mdl_close( &ctx_default
);
205 mdl_open( &ctx_outlaw
, "models/ch_outlaw.mdl" );
206 mdl_load_metadata( &ctx_outlaw
, vg_mem
.scratch
);
207 mdl_load_mesh_data( &ctx_outlaw
, vg_mem
.scratch
);
208 mdl_close( &ctx_outlaw
);
210 mdl_open( &ctx_jordan
, "models/ch_jordan.mdl" );
211 mdl_load_metadata( &ctx_jordan
, vg_mem
.scratch
);
212 mdl_load_mesh_data( &ctx_jordan
, vg_mem
.scratch
);
213 mdl_close( &ctx_jordan
);
215 vg_acquire_thread_sync();
217 mdl_unpack_glmesh( &ctx_default
, &localplayer_meshes
[0] );
218 mdl_unpack_glmesh( &ctx_outlaw
, &localplayer_meshes
[1] );
219 mdl_unpack_glmesh( &ctx_jordan
, &localplayer_meshes
[2] );
221 vg_release_thread_sync();
224 shader_model_character_view_register();
225 vg_acquire_thread_sync();
227 vg_tex2d_init( (vg_tex2d
*[]){ &localplayer_texture
}, 1 );
229 vg_release_thread_sync();
232 VG_STATIC
void vg_load(void)
234 vg_loader_step( render_init
, NULL
);
235 //vg_loader_step( menu_init, NULL );
236 vg_loader_step( world_init
, NULL
);
237 //vg_loader_step( player_init, NULL );
238 //vg_loader_step( vehicle_init, NULL );
240 //vg_loader_step( player_model_init, NULL );
242 /* ----------------- */
243 vg_loader_step( load_playermodels
, NULL
);
246 player__create( &localplayer
);
247 player_avatar_load( &localplayer_avatar
, "models/ch_new.mdl" );
248 player__use_avatar( &localplayer
, &localplayer_avatar
);
249 player__use_mesh( &localplayer
, &localplayer_meshes
[0] );
250 player__use_texture( &localplayer
, &localplayer_texture
);
251 player__bind( &localplayer
);
253 /* --------------------- */
256 vg_loader_step( audio_init
, audio_free
);
259 /* 'systems' are completely loaded now */
261 strcpy( world
.world_name
, "maps/mp_mtzero.mdl" );
262 strcpy( world
.world_name
, "maps/mp_gridmap.mdl" );
265 /* load home world */
266 world_load( &world_global
.worlds
[0], "maps/mp_home.mdl" );
267 world_load( &world_global
.worlds
[1], "maps/mp_gridmap.mdl" );
268 world_link_nonlocal_gates( 0, 1 );
270 vg_console_load_autos();
273 VG_STATIC
void vg_start(void)
275 __respawn( 1, (const char *[]){ "start" } );
278 VG_STATIC
void draw_origin_axis(void)
280 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 1.0f
, 0.0f
, 0.0f
}, 0xffff0000 );
281 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 0.0f
, 1.0f
, 0.0f
}, 0xff00ff00 );
282 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 0.0f
, 0.0f
, 1.0f
}, 0xff0000ff );
285 VG_STATIC
void vg_update(void)
295 if( !gzoomer
.inside
)
299 player__pre_update( &localplayer
);
300 world_update( get_active_world(), localplayer
.rb
.co
);
304 VG_STATIC
void vg_update_fixed(void)
309 if( !gzoomer
.inside
)
310 player_update_fixed();
312 vehicle_update_fixed();
315 player__update( &localplayer
);
319 VG_STATIC
void vg_update_post(void)
330 player_update_post();
334 player__post_update( &localplayer
);
338 vehicle_update_post();
343 VG_STATIC
void vg_framebuffer_resize( int w
, int h
)
348 VG_STATIC
void present_view_with_post_processing(void)
350 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
353 glDisable(GL_DEPTH_TEST
);
354 glBlendFunc(GL_ONE_MINUS_DST_ALPHA
, GL_DST_ALPHA
);
355 glBlendEquation(GL_FUNC_ADD
);
359 shader_blitblur_use();
360 shader_blitblur_uTexMain( 0 );
361 shader_blitblur_uTexMotion( 1 );
362 shader_blitblur_uBlurStrength(cl_blur_strength
/ (vg
.frame_delta
*60.0f
));
365 //v2_muls( (v2f){ 0.04f, 0.001f }, menu_opacity, menu_blurring );
366 v2_muls( (v2f
){ 0.04f
, 0.001f
}, 0.0f
, menu_blurring
);
367 shader_blitblur_uOverrideDir( menu_blurring
);
369 if( cl_view_id
== 0 )
370 render_fb_bind_texture( gpipeline
.fb_main
, 0, 0 );
371 else if( cl_view_id
== 1 )
372 render_fb_bind_texture( gpipeline
.fb_main
, 1, 0 );
374 render_fb_bind_texture( gpipeline
.fb_main
, 0, 0 );
376 render_fb_bind_texture( gpipeline
.fb_main
, 1, 1 );
381 shader_blit_uTexMain( 0 );
382 render_fb_bind_texture( gpipeline
.fb_main
, 0, 0 );
388 VG_STATIC
void render_player_transparent(void)
390 static camera small_cam
; /* DOES NOT NEED TO BE STATIC BUT MINGW
393 m4x3_copy( main_camera
.transform
, small_cam
.transform
);
395 small_cam
.fov
= main_camera
.fov
;
396 small_cam
.nearz
= 0.05f
;
397 small_cam
.farz
= 60.0f
;
399 camera_update_view( &small_cam
);
400 camera_update_projection( &small_cam
);
401 camera_finalize( &small_cam
);
403 /* Draw player to window buffer and blend background ontop */
404 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
405 player__render( &small_cam
, &localplayer
);
408 VG_STATIC
void render_scene(void)
410 render_fb_bind( gpipeline
.fb_main
);
411 glClearColor( 0.0f
, 0.0f
, 0.0f
, 1.0f
);
412 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
|GL_STENCIL_BUFFER_BIT
);
415 glEnable( GL_DEPTH_TEST
);
417 world_instance
*view_world
= localplayer
.viewable_world
;
418 render_world( view_world
, &main_camera
);
420 int player_transparent
= 1,
424 if( (localplayer
.subsystem
== k_player_subsystem_dead
) ||
425 (localplayer
.camera_mode
== k_cam_thirdperson
) )
426 player_transparent
= 0;
429 if( !player_transparent
&& player_draw
)
430 player__render( &main_camera
, &localplayer
);
433 render_water_texture( view_world
, &main_camera
);
434 render_fb_bind( gpipeline
.fb_main
);
435 render_water_surface( view_world
, &main_camera
);
436 render_world_gates( view_world
, &main_camera
);
438 if( player_transparent
&& player_draw
)
439 render_player_transparent();
442 VG_STATIC
void render_menu(void)
444 glClear( GL_DEPTH_BUFFER_BIT
);
446 menu_render( &main_camera
);
450 VG_STATIC
void render_main_game(void)
453 static float fov
= 60.0f
;
454 float fov_target
= vg_lerpf( 90.0f
, 110.0f
, cl_fov
);
456 if( player
.controller
== k_player_controller_skate
)
457 fov_target
= vg_lerpf( 97.0f
, 135.0f
, cl_fov
);
460 fov_target
= menu_fov_target
;
461 fov
= vg_lerpf( fov
, fov_target
, vg
.frame_delta
* 2.0f
);
462 fov
= freecam
? 60.0f
: fov
;
464 main_camera
.fov
= fov
;
467 /* copy camera from player.
468 * TODO: blend with camera from menu */
471 player__pre_render( &localplayer
);
473 v3_copy( localplayer
.cam
.pos
, main_camera
.pos
);
474 v3_copy( localplayer
.cam
.angles
, main_camera
.angles
);
475 main_camera
.fov
= localplayer
.cam
.fov
;
476 main_camera
.nearz
= 0.1f
;
477 main_camera
.farz
= 2100.0f
;
479 camera_update_transform( &main_camera
);
481 if( localplayer
.gate_waiting
)
483 m3x3_mul( localplayer
.basis_gate
, main_camera
.transform
,
484 main_camera
.transform
);
488 m3x3_mul( localplayer
.basis
, main_camera
.transform
,
489 main_camera
.transform
);
492 camera_update_view( &main_camera
);
493 camera_update_projection( &main_camera
);
494 camera_finalize( &main_camera
);
496 /* ========== Begin Frame ========== */
499 present_view_with_post_processing();
505 render_player_transparent();
509 /* =========== End Frame =========== */
512 VG_STATIC
void vg_render(void)
514 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
516 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
517 glDisable( GL_DEPTH_TEST
);
519 glClearColor( 1.0f
, 0.0f
, 0.0f
, 0.0f
);
520 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
);
526 glDisable( GL_DEPTH_TEST
);
527 vg_lines_drawall( (float *)main_camera
.mtx
.pv
);
528 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
531 VG_STATIC
void run_light_widget( struct light_widget
*lw
);
532 VG_STATIC
void vg_ui(void)
534 player__im_gui( &localplayer
);
535 world_instance
*world
= get_active_world();
544 vg_uictx
.cursor
[0] = 10;
545 vg_uictx
.cursor
[1] = 10;
546 vg_uictx
.cursor
[2] = 200;
547 vg_uictx
.cursor
[3] = 20;
549 struct ub_world_lighting
*wl
= &gpipeline
.ub_world_lighting
;
550 struct ui_slider_vector
551 s5
= { .min
=0.0f
, .max
=2.0f
, .len
=3, .data
=wl
->g_ambient_colour
};
554 s8
= { .min
=0.0f
, .max
=2.0f
, .data
= &gpipeline
.shadow_spread
},
555 s9
= { .min
=0.0f
, .max
=25.0f
, .data
= &gpipeline
.shadow_length
};
557 for( int i
=0; i
<3; i
++ )
558 run_light_widget( &gpipeline
.widgets
[i
] );
560 ui_text( vg_uictx
.cursor
, "Ambient", 1, 0 );
561 vg_uictx
.cursor
[1] += 16;
562 ui_slider_vector( &s5
);
564 ui_text( vg_uictx
.cursor
, "Shadows", 1, 0 );
565 vg_uictx
.cursor
[1] += 16;
569 ui_text( vg_uictx
.cursor
, "Misc", 1, 0 );
570 vg_uictx
.cursor
[1] += 16;
571 struct ui_checkbox c1
= {.data
= &wl
->g_light_preview
};
574 render_update_lighting_ub();
578 //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
581 render_world_routes_ui( world
);
583 //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
585 audio_debug_soundscapes();
586 render_view_framebuffer_ui();
589 player_physics_gui();
593 VG_STATIC
void run_light_widget( struct light_widget
*lw
)
595 struct ui_checkbox c1
= { .data
=&lw
->enabled
};
601 struct ui_slider_vector
602 colour
= { .min
=0.0f
, .max
=2.0f
, .len
=3, .data
=lw
->colour
},
603 dir
= { .min
=-VG_PIf
, .max
=VG_PIf
, .len
=2, .data
=lw
->dir
};
605 ui_slider_vector( &colour
);
606 vg_uictx
.cursor
[1] += 4;
607 ui_slider_vector( &dir
);
611 VG_STATIC
void run_debug_info(void)
616 snprintf( buf
, 40, "%.2fm/s", v3_length( player
.rb
.v
) );
617 ui_text( (ui_px
[2]){ 0, 0 }, buf
, 1, k_text_align_left
);
619 snprintf( buf
, 40, "%.2f %.2f %.2f m/s",
620 player
.phys
.a
[0], player
.phys
.a
[1], player
.phys
.a
[2] );
621 ui_text( (ui_px
[2]){ 0, 20 }, buf
, 1, k_text_align_left
);
623 snprintf( buf
, 40, "pos %.2f %.2f %.2f",
624 player
.phys
.rb
.co
[0], player
.phys
.rb
.co
[1], player
.phys
.rb
.co
[2] );
625 ui_text( (ui_px
[2]){ 0, 40 }, buf
, 1, k_text_align_left
);
627 if( vg_input
.controller_handle
)
629 for( int i
=0; i
<vg_list_size(vg_input
.controller_axises
); i
++ )
631 snprintf( buf
, 40, "%.2f", vg_input
.controller_axises
[i
] );
632 ui_text( (ui_px
[2]){ 0, (i
+3)*20 }, buf
, 1, k_text_align_left
);
637 ui_text( (ui_px
[2]){ 0, 60 },
638 "Gamepad not ready", 1, k_text_align_left
);