2 * =============================================================================
4 * Copyright . . . -----, ,----- ,---. .---.
5 * 2021-2023 |\ /| | / | | | | /|
6 * | \ / | +-- / +----- +---' | / |
7 * | \ / | | / | | \ | / |
8 * | \/ | | / | | \ | / |
9 * ' ' '--' [] '----- '----- ' ' '---' SOFTWARE
11 * =============================================================================
30 VG_STATIC
struct player_avatar localplayer_avatar
;
31 VG_STATIC
struct player_model localplayer_models
[3];
32 VG_STATIC
int skaterift_status
= 0;
38 int main( int argc
, char *argv
[] )
40 vg_mem
.use_libc_malloc
= 0;
41 vg_set_mem_quota( 160*1024*1024 );
42 vg_enter( argc
, argv
, "Voyager Game Engine" );
46 VG_STATIC
void highscores_save_at_exit(void)
48 highscores_serialize_all();
51 VG_STATIC
void vg_launch_opt(void)
55 VG_STATIC
void vg_preload(void)
59 vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" );
60 vg_info(" 2021-2023 |\\ /| | / | | | | /| \n" );
61 vg_info(" | \\ / | +-- / +----- +---' | / | \n" );
62 vg_info(" | \\ / | | / | | \\ | / | \n" );
63 vg_info(" | \\/ | | / | | \\ | / | \n" );
64 vg_info(" ' ' '--' [] '----- '----- ' ' '---' "
67 highscores_init( 2000, 50 );
68 if( !highscores_read() )
69 highscores_create_db();
71 vg_loader_step( NULL
, highscores_save_at_exit
);
74 vg_loader_step( NULL
, steam_end
);
75 vg_loader_step( network_init
, network_end
);
78 VG_STATIC
void load_playermodels(void)
80 player_model_load( &localplayer_models
[0], "models/ch_new.mdl" );
81 player_model_load( &localplayer_models
[1], "models/ch_outlaw.mdl" );
82 player_model_load( &localplayer_models
[2], "models/ch_jordan.mdl" );
84 /* load default board */
86 player_board_load( &localplayer_boards
[0],
87 "models/boards/skaterift_fish.mdl" );
91 shader_model_character_view_register();
92 shader_model_board_view_register();
93 shader_model_entity_register();
96 void temp_update_playermodel(void){
97 player__use_model( &localplayer
, &localplayer_models
[cl_playermdl_id
] );
100 VG_STATIC
void async_skaterift_complete( void *payload
, u32 size
)
102 skaterift_status
= 1;
104 localplayer
.viewable_world
= get_active_world();
105 localplayer_cmd_respawn( 1, (const char *[]){ "start" } );
108 VG_STATIC
void vg_load(void)
110 vg_loader_step( render_init
, NULL
);
111 vg_loader_step( menu_init
, NULL
);
112 vg_loader_step( world_init
, NULL
);
113 vg_loader_step( vehicle_init
, NULL
);
114 vg_loader_step( font3d_init
, NULL
);
116 font3d_load( &world_global
.font
, "models/rs_font.mdl", vg_mem
.rtmemory
);
118 vg_loader_step( player_init
, NULL
);
119 vg_loader_step( player_ragdoll_init
, NULL
);
120 vg_loader_step( workshop_init
, NULL
);
121 vg_loader_step( skateshop_init
, NULL
);
123 /* ----------------- */
124 vg_loader_step( load_playermodels
, NULL
);
127 player__create( &localplayer
);
128 player_avatar_load( &localplayer_avatar
, "models/ch_new.mdl" );
129 player__use_avatar( &localplayer
, &localplayer_avatar
);
130 player__use_model( &localplayer
, &localplayer_models
[cl_playermdl_id
] );
131 //localplayer.board = &localplayer_boards[0];
132 player__bind( &localplayer
);
134 /* --------------------- */
137 vg_loader_step( audio_init
, audio_free
);
139 /* 'systems' are completely loaded now */
140 /* load home world */
143 world_load( 0, "maps/mp_spawn.mdl" );
145 world_load( 0, "maps/mp_mtzero.mdl" );
149 world_load( &world_global
.worlds
[1], "maps/mp_gridmap.mdl" );
150 world_link_nonlocal_gates( 0, 1 );
151 world_load( &world_global
.worlds
[2], "maps/mp_mtzero.mdl" );
152 world_link_nonlocal_gates( 0, 2 );
155 vg_console_load_autos();
157 vg_async_call( async_skaterift_complete
, NULL
, 0 );
160 VG_STATIC
void draw_origin_axis(void)
162 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 1.0f
, 0.0f
, 0.0f
}, 0xffff0000 );
163 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 0.0f
, 1.0f
, 0.0f
}, 0xff00ff00 );
164 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 0.0f
, 0.0f
, 1.0f
}, 0xff0000ff );
167 VG_STATIC
void vg_update(void)
171 skaterift_preupdate_inputs();
173 if( skaterift_status
== 1 ){
177 player__pre_update( &localplayer
);
178 global_skateshop_preupdate();
180 world_update( get_active_world(), localplayer
.rb
.co
);
181 audio_ambient_sprites_update( get_active_world(), localplayer
.rb
.co
);
182 //gui_helper_action( localplayer.input_use, "\x7f Hello \x1f""A \x1e\x84" );
186 VG_STATIC
void vg_update_fixed(void)
188 if( skaterift_status
== 1 ){
189 world_routes_fixedupdate( get_active_world() );
191 player__update( &localplayer
);
192 vehicle_update_fixed();
196 VG_STATIC
void vg_update_post(void)
198 if( skaterift_status
== 1 ){
199 player__post_update( &localplayer
);
203 world_audio_sample_distances( localplayer
.rb
.co
, &sample_index
, &dist
);
206 vg_dsp
.echo_distances
[sample_index
] = dist
;
208 v3f ears
= { 1.0f
,0.0f
,0.0f
};
209 m3x3_mulv( main_camera
.transform
, ears
, ears
);
210 v3_copy( ears
, vg_audio
.external_listener_ears
);
211 v3_copy( main_camera
.transform
[3], vg_audio
.external_listener_pos
);
213 if( localplayer
.gate_waiting
){
214 m4x3_mulv( localplayer
.gate_waiting
->transport
,
215 vg_audio
.external_listener_pos
,
216 vg_audio
.external_listener_pos
);
219 v3_copy( localplayer
.rb
.v
, vg_audio
.external_lister_velocity
);
223 vg
.time_rate
= 1.0f
-menu
.factive
;
224 vehicle_update_post();
228 VG_STATIC
void vg_framebuffer_resize( int w
, int h
)
233 VG_STATIC
void present_view_with_post_processing(void)
235 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
236 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
239 glDisable(GL_DEPTH_TEST
);
240 glBlendFunc(GL_ONE_MINUS_DST_ALPHA
, GL_DST_ALPHA
);
241 glBlendEquation(GL_FUNC_ADD
);
244 render_fb_inverse_ratio( gpipeline
.fb_main
, inverse
);
247 shader_blitblur_use();
248 shader_blitblur_uTexMain( 0 );
249 shader_blitblur_uTexMotion( 1 );
250 shader_blitblur_uBlurStrength( cl_blur_strength
/
251 (vg
.time_frame_delta
*60.0) );
252 shader_blitblur_uInverseRatio( inverse
);
255 v2_muls( (v2f
){ 0.04f
, 0.001f
}, menu
.factive
, menu_blurring
);
256 shader_blitblur_uOverrideDir( menu_blurring
);
258 render_fb_bind_texture( gpipeline
.fb_main
, 0, 0 );
259 render_fb_bind_texture( gpipeline
.fb_main
, 1, 1 );
263 shader_blit_uTexMain( 0 );
264 shader_blit_uInverseRatio( inverse
);
265 render_fb_bind_texture( gpipeline
.fb_main
, 0, 0 );
271 VG_STATIC
void render_player_transparent(void)
273 static camera small_cam
; /* DOES NOT NEED TO BE STATIC BUT MINGW
276 m4x3_copy( main_camera
.transform
, small_cam
.transform
);
278 small_cam
.fov
= main_camera
.fov
;
279 small_cam
.nearz
= 0.05f
;
280 small_cam
.farz
= 60.0f
;
282 camera_update_view( &small_cam
);
283 camera_update_projection( &small_cam
);
284 camera_finalize( &small_cam
);
286 /* Draw player to window buffer and blend background ontop */
287 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
288 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
289 player__render( &small_cam
, &localplayer
);
292 VG_STATIC
void render_scene(void)
294 render_fb_bind( gpipeline
.fb_main
, 1 );
295 glClearColor( 0.0f
, 0.0f
, 0.0f
, 1.0f
);
296 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
|GL_STENCIL_BUFFER_BIT
);
299 glEnable( GL_DEPTH_TEST
);
301 world_instance
*view_world
= localplayer
.viewable_world
;
303 if( view_world
== NULL
){
304 glClearColor( 0.25f
, 0.25f
, 0.0f
, 1.0f
);
305 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
|GL_STENCIL_BUFFER_BIT
);
309 world_prerender( view_world
);
310 render_world( view_world
, &main_camera
, 0 );
312 render_water_texture( view_world
, &main_camera
, 0 );
313 render_fb_bind( gpipeline
.fb_main
, 1 );
314 render_water_surface( view_world
, &main_camera
);
317 VG_STATIC
void render_scene_gate_subview(void)
319 render_fb_bind( gpipeline
.fb_main
, 1 );
320 world_instance
*view_world
= localplayer
.viewable_world
;
323 if( localplayer
.gate_waiting
) depth
= 0;
324 render_world_gates( view_world
, &main_camera
, depth
);
327 VG_STATIC
void render_main_game(void)
329 player__pre_render( &localplayer
);
330 main_camera
.fov
= localplayer
.cam
.fov
;
331 v3_copy( localplayer
.cam
.pos
, main_camera
.pos
);
332 v3_copy( localplayer
.cam
.angles
, main_camera
.angles
);
334 main_camera
.nearz
= 0.1f
;
335 main_camera
.farz
= 2100.0f
;
337 camera_update_transform( &main_camera
);
339 if( localplayer
.gate_waiting
){
340 m3x3_mul( localplayer
.basis_gate
, main_camera
.transform
,
341 main_camera
.transform
);
344 m3x3_mul( localplayer
.basis
, main_camera
.transform
,
345 main_camera
.transform
);
348 camera_update_view( &main_camera
);
349 camera_update_projection( &main_camera
);
350 camera_finalize( &main_camera
);
352 /* ========== Begin Frame ========== */
356 if( menu
.active
) menu_render_bg();
357 glEnable( GL_DEPTH_TEST
);
359 render_player_transparent();
360 render_scene_gate_subview();
362 present_view_with_post_processing();
364 if( menu
.active
) menu_render_fg();
366 /* =========== End Frame =========== */
369 VG_STATIC
void vg_render(void)
371 if( skaterift_status
== 0 ){
376 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
378 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
379 glDisable( GL_DEPTH_TEST
);
381 glClearColor( 1.0f
, 0.0f
, 0.0f
, 0.0f
);
382 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
);
386 m4x4_copy( main_camera
.mtx
.pv
, vg
.pv
);
390 glDisable(GL_DEPTH_TEST
);
392 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
396 VG_STATIC
void vg_gui(void)
398 if( skaterift_status
== 0 ){
403 player__im_gui( &localplayer
);
405 world_instance
*world
= get_active_world();
408 render_view_framebuffer_ui();
413 #include "skaterift_imgui_dev.c"