spin boost
[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 vg_var_push( (struct vg_var){
126 .name = "cl_ui",
127 .data = &cl_ui,
128 .data_type = k_var_dtype_i32,
129 .opt_i32 = { .min=0, .max=1, .clamp=1 },
130 .persistent = 0
131 });
132
133 vg_var_push( (struct vg_var){
134 .name = "cl_view_id",
135 .data = &cl_view_id,
136 .data_type = k_var_dtype_i32,
137 .opt_i32 = { .min=0, .max=1, .clamp=1 },
138 .persistent = 0
139 });
140
141 vg_var_push( (struct vg_var){
142 .name = "ledit",
143 .data = &cl_light_edit,
144 .data_type = k_var_dtype_i32,
145 .opt_i32 = { .min=0, .max=1, .clamp=1 },
146 .persistent = 0
147 });
148
149 vg_function_push( (struct vg_cmd) {
150 .name = "respawn",
151 .function = __respawn,
152 //.poll_suggest = reset_player_poll
153 });
154
155 vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" );
156 vg_info(" 2021-2022 |\\ /| | / | | | | /| \n" );
157 vg_info(" | \\ / | +-- / +----- +---' | / | \n" );
158 vg_info(" | \\ / | | / | | \\ | / | \n" );
159 vg_info(" | \\/ | | / | | \\ | / | \n" );
160 vg_info(" ' ' '--' [] '----- '----- ' ' '---' "
161 "SOFTWARE\n" );
162
163 highscores_init( 2000, 50 );
164 if( !highscores_read() )
165 highscores_create_db();
166
167 vg_loader_step( NULL, highscores_save_at_exit );
168
169 steam_init();
170 vg_loader_step( NULL, steam_end );
171 vg_loader_step( network_init, network_end );
172 }
173
174 VG_STATIC void load_playermodels(void)
175 {
176 vg_linear_clear( vg_mem.scratch );
177
178 /*
179 * load in other player models. This may need to be more sophisticated in
180 * the futre if we have more of these guys
181 */
182 mdl_context ctx_default,
183 ctx_outlaw,
184 ctx_jordan;
185
186 mdl_open( &ctx_default, "models/ch_new.mdl" );
187 mdl_load_metadata( &ctx_default, vg_mem.scratch );
188 mdl_load_mesh_data( &ctx_default, vg_mem.scratch );
189 mdl_close( &ctx_default );
190
191 mdl_open( &ctx_outlaw, "models/ch_outlaw.mdl" );
192 mdl_load_metadata( &ctx_outlaw, vg_mem.scratch );
193 mdl_load_mesh_data( &ctx_outlaw, vg_mem.scratch );
194 mdl_close( &ctx_outlaw );
195
196 mdl_open( &ctx_jordan, "models/ch_jordan.mdl" );
197 mdl_load_metadata( &ctx_jordan, vg_mem.scratch );
198 mdl_load_mesh_data( &ctx_jordan, vg_mem.scratch );
199 mdl_close( &ctx_jordan );
200
201 vg_acquire_thread_sync();
202 {
203 mdl_unpack_glmesh( &ctx_default, &localplayer_meshes[0] );
204 mdl_unpack_glmesh( &ctx_outlaw, &localplayer_meshes[1] );
205 mdl_unpack_glmesh( &ctx_jordan, &localplayer_meshes[2] );
206 }
207 vg_release_thread_sync();
208
209 /* FIXME: hack */
210 shader_viewchar_register();
211 vg_acquire_thread_sync();
212 {
213 vg_tex2d_init( (vg_tex2d *[]){ &tex_characters }, 1 );
214 }
215 vg_release_thread_sync();
216 }
217
218 VG_STATIC void vg_load(void)
219 {
220 vg_loader_step( render_init, NULL );
221 //vg_loader_step( menu_init, NULL );
222 vg_loader_step( world_init, NULL );
223 //vg_loader_step( player_init, NULL );
224 //vg_loader_step( vehicle_init, NULL );
225 //
226 //vg_loader_step( player_model_init, NULL );
227
228 /* ----------------- */
229 vg_loader_step( load_playermodels, NULL );
230
231 /* player setup */
232 player_interface_create_player( &localplayer );
233
234 player_avatar_load( &localplayer_avatar, "models/ch_new.mdl" );
235 player_use_avatar( &localplayer, &localplayer_avatar );
236 player_use_mesh( &localplayer, &localplayer_meshes[0] );
237 player_use_device( &localplayer, &player_device_walk, &localplayer_walk );
238 player_use_device( &localplayer, &player_device_skate, &localplayer_skate );
239
240 /* --------------------- */
241
242 vg_bake_shaders();
243 vg_loader_step( audio_init, audio_free );
244 world_audio_init();
245
246 /* 'systems' are completely loaded now */
247 strcpy( world.world_name, "maps/mp_mtzero.mdl" );
248 strcpy( world.world_name, "maps/mp_gridmap.mdl" );
249 world_load();
250 vg_console_load_autos();
251 }
252
253 VG_STATIC void vg_start(void)
254 {
255 __respawn( 1, (const char *[]){ "start" } );
256 }
257
258 VG_STATIC void draw_origin_axis(void)
259 {
260 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 1.0f, 0.0f, 0.0f }, 0xffff0000 );
261 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 1.0f, 0.0f }, 0xff00ff00 );
262 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 0.0f, 1.0f }, 0xff0000ff );
263 }
264
265 VG_STATIC void vg_update(void)
266 {
267 steam_update();
268
269 if( vg.is_loaded )
270 {
271 draw_origin_axis();
272 network_update();
273
274 #if 0
275 if( !gzoomer.inside )
276 player_update_pre();
277 #endif
278
279 player_pre_update( &localplayer );
280 world_update( localplayer.rb.co );
281 }
282 }
283
284 VG_STATIC void vg_update_fixed(void)
285 {
286 if( vg.is_loaded )
287 {
288 #if 0
289 if( !gzoomer.inside )
290 player_update_fixed();
291
292 vehicle_update_fixed();
293 #endif
294
295 player_update( &localplayer );
296 }
297 }
298
299 VG_STATIC void vg_update_post(void)
300 {
301 if( vg.is_loaded )
302 {
303 #if 0
304 if( gzoomer.inside )
305 {
306 vehicle_camera();
307 }
308 else
309 {
310 player_update_post();
311 }
312 #endif
313
314 player_post_update( &localplayer, &main_camera );
315
316 #if 0
317 menu_update();
318 vehicle_update_post();
319 #endif
320 }
321 }
322
323 VG_STATIC void vg_framebuffer_resize( int w, int h )
324 {
325 render_fb_resize();
326 }
327
328 VG_STATIC void present_view_with_post_processing(void)
329 {
330 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
331
332 glEnable(GL_BLEND);
333 glDisable(GL_DEPTH_TEST);
334 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
335 glBlendEquation(GL_FUNC_ADD);
336
337 if( cl_blur )
338 {
339 shader_blitblur_use();
340 shader_blitblur_uTexMain( 0 );
341 shader_blitblur_uTexMotion( 1 );
342 shader_blitblur_uBlurStrength(cl_blur_strength / (vg.frame_delta*60.0f));
343
344 v2f menu_blurring;
345 //v2_muls( (v2f){ 0.04f, 0.001f }, menu_opacity, menu_blurring );
346 v2_muls( (v2f){ 0.04f, 0.001f }, 0.0f, menu_blurring );
347 shader_blitblur_uOverrideDir( menu_blurring );
348
349 if( cl_view_id == 0 )
350 render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
351 else if( cl_view_id == 1 )
352 render_fb_bind_texture( gpipeline.fb_main, 1, 0 );
353 else
354 render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
355
356 render_fb_bind_texture( gpipeline.fb_main, 1, 1 );
357 }
358 else
359 {
360 shader_blit_use();
361 shader_blit_uTexMain( 0 );
362 render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
363 }
364
365 render_fsquad();
366 }
367
368 VG_STATIC void render_player_transparent(void)
369 {
370 static camera small_cam; /* DOES NOT NEED TO BE STATIC BUT MINGW
371 SAIS OTHERWISE */
372
373 m4x3_copy( main_camera.transform, small_cam.transform );
374
375 small_cam.fov = main_camera.fov;
376 small_cam.nearz = 0.05f;
377 small_cam.farz = 60.0f;
378
379 camera_update_view( &small_cam );
380 camera_update_projection( &small_cam );
381 camera_finalize( &small_cam );
382
383 /* Draw player to window buffer and blend background ontop */
384 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
385 player_render( &small_cam, &localplayer );
386 }
387
388 VG_STATIC void render_scene(void)
389 {
390 render_fb_bind( gpipeline.fb_main );
391 glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
392 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
393
394 /* Draw world */
395 glEnable( GL_DEPTH_TEST );
396
397 render_world( &main_camera );
398
399
400
401 int player_transparent = 1,
402 player_draw = 1;
403
404 if( !player_transparent && player_draw )
405 player_render( &main_camera, &localplayer );
406
407 render_water_texture( &main_camera );
408 render_fb_bind( gpipeline.fb_main );
409 render_water_surface( &main_camera );
410 render_world_gates( &main_camera );
411
412 if( player_transparent && player_draw )
413 render_player_transparent();
414 }
415
416 VG_STATIC void render_menu(void)
417 {
418 glClear( GL_DEPTH_BUFFER_BIT );
419 #if 0
420 menu_render( &main_camera );
421 #endif
422 }
423
424 VG_STATIC void render_main_game(void)
425 {
426 #if 0
427 static float fov = 60.0f;
428 float fov_target = vg_lerpf( 90.0f, 110.0f, cl_fov );
429
430 if( player.controller == k_player_controller_skate )
431 fov_target = vg_lerpf( 97.0f, 135.0f, cl_fov );
432
433 if( cl_menu )
434 fov_target = menu_fov_target;
435 fov = vg_lerpf( fov, fov_target, vg.frame_delta * 2.0f );
436 fov = freecam? 60.0f: fov;
437
438 main_camera.fov = fov;
439 #endif
440
441 /* copy camera from player.
442 * TODO: blend with camera from menu */
443
444 /* FIXME: TEMP!! */
445 player_pre_render( &localplayer );
446
447 v3_copy( localplayer.cam.pos, main_camera.pos );
448 v3_copy( localplayer.cam.angles, main_camera.angles );
449 main_camera.fov = localplayer.cam.fov;
450 main_camera.nearz = 0.1f;
451 main_camera.farz = 2100.0f;
452
453 camera_update_transform( &main_camera );
454 camera_update_view( &main_camera );
455 camera_update_projection( &main_camera );
456 camera_finalize( &main_camera );
457
458 /* ========== Begin Frame ========== */
459
460 render_scene();
461 present_view_with_post_processing();
462
463 #if 0
464 if( cl_menu )
465 {
466 render_menu();
467 render_player_transparent();
468 }
469 #endif
470
471 /* =========== End Frame =========== */
472 }
473
474 VG_STATIC void vg_render(void)
475 {
476 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
477
478 glViewport( 0,0, vg.window_x, vg.window_y );
479 glDisable( GL_DEPTH_TEST );
480
481 glClearColor( 1.0f, 0.0f, 0.0f, 0.0f );
482 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
483
484 render_main_game();
485
486 /* Other shite */
487 glDisable(GL_BLEND);
488 glDisable( GL_DEPTH_TEST );
489 vg_lines_drawall( (float *)main_camera.mtx.pv );
490 glViewport( 0,0, vg.window_x, vg.window_y );
491 }
492
493 VG_STATIC void run_light_widget( struct light_widget *lw );
494 VG_STATIC void vg_ui(void)
495 {
496 player_ui( &localplayer );
497
498 #if 0
499 menu_crap_ui();
500 #endif
501
502 if( cl_light_edit )
503 {
504 vg_uictx.cursor[0] = 10;
505 vg_uictx.cursor[1] = 10;
506 vg_uictx.cursor[2] = 200;
507 vg_uictx.cursor[3] = 20;
508
509 struct ub_world_lighting *wl = &gpipeline.ub_world_lighting;
510 struct ui_slider_vector
511 s5 = { .min=0.0f, .max=2.0f, .len=3, .data=wl->g_ambient_colour };
512
513 struct ui_slider
514 s8 = { .min=0.0f, .max=2.0f, .data = &gpipeline.shadow_spread },
515 s9 = { .min=0.0f, .max=25.0f, .data = &gpipeline.shadow_length };
516
517 for( int i=0; i<3; i++ )
518 run_light_widget( &gpipeline.widgets[i] );
519
520 ui_text( vg_uictx.cursor, "Ambient", 1, 0 );
521 vg_uictx.cursor[1] += 16;
522 ui_slider_vector( &s5 );
523
524 ui_text( vg_uictx.cursor, "Shadows", 1, 0 );
525 vg_uictx.cursor[1] += 16;
526 ui_slider( &s8 );
527 ui_slider( &s9 );
528
529 ui_text( vg_uictx.cursor, "Misc", 1, 0 );
530 vg_uictx.cursor[1] += 16;
531 struct ui_checkbox c1 = {.data = &wl->g_light_preview};
532 ui_checkbox( &c1 );
533
534 render_update_lighting_ub();
535 }
536
537 //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
538 if( cl_ui )
539 {
540 render_world_routes_ui();
541 }
542 //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
543
544 audio_debug_soundscapes();
545 render_view_framebuffer_ui();
546
547 #if 0
548 player_physics_gui();
549 #endif
550 }
551
552 VG_STATIC void run_light_widget( struct light_widget *lw )
553 {
554 struct ui_checkbox c1 = { .data=&lw->enabled };
555
556 ui_checkbox( &c1 );
557
558 if( lw->enabled )
559 {
560 struct ui_slider_vector
561 colour = { .min=0.0f, .max=2.0f, .len=3, .data=lw->colour },
562 dir = { .min=-VG_PIf, .max=VG_PIf, .len=2, .data=lw->dir };
563
564 ui_slider_vector( &colour );
565 vg_uictx.cursor[1] += 4;
566 ui_slider_vector( &dir );
567 }
568 }
569
570 VG_STATIC void run_debug_info(void)
571 {
572 #if 0
573 char buf[40];
574
575 snprintf( buf, 40, "%.2fm/s", v3_length( player.rb.v ) );
576 ui_text( (ui_px [2]){ 0, 0 }, buf, 1, k_text_align_left );
577
578 snprintf( buf, 40, "%.2f %.2f %.2f m/s",
579 player.phys.a[0], player.phys.a[1], player.phys.a[2] );
580 ui_text( (ui_px [2]){ 0, 20 }, buf, 1, k_text_align_left );
581
582 snprintf( buf, 40, "pos %.2f %.2f %.2f",
583 player.phys.rb.co[0], player.phys.rb.co[1], player.phys.rb.co[2] );
584 ui_text( (ui_px [2]){ 0, 40 }, buf, 1, k_text_align_left );
585
586 if( vg_input.controller_handle )
587 {
588 for( int i=0; i<vg_list_size(vg_input.controller_axises); i++ )
589 {
590 snprintf( buf, 40, "%.2f", vg_input.controller_axises[i] );
591 ui_text( (ui_px [2]){ 0, (i+3)*20 }, buf, 1, k_text_align_left );
592 }
593 }
594 else
595 {
596 ui_text( (ui_px [2]){ 0, 60 },
597 "Gamepad not ready", 1, k_text_align_left );
598 }
599 #endif
600 }