2 * =============================================================================
4 * Copyright . . . -----, ,----- ,---. .---.
5 * 2021-2023 |\ /| | / | | | | /|
6 * | \ / | +-- / +----- +---' | / |
7 * | \ / | | / | | \ | / |
8 * | \/ | | / | | \ | / |
9 * ' ' '--' [] '----- '----- ' ' '---' SOFTWARE
11 * =============================================================================
27 VG_STATIC
struct player_avatar localplayer_avatar
;
28 VG_STATIC
struct player_model localplayer_models
[3];
29 VG_STATIC
int skaterift_status
= 0;
37 static rb_object aaron
={
39 .rb
.bbx
= {{ -2.0f
, -1.0f
, -1.0f
}, { 2.0f
, 1.0f
, 1.0f
}}
43 int main( int argc
, char *argv
[] )
45 vg_mem
.use_libc_malloc
= 0;
46 vg_set_mem_quota( 160*1024*1024 );
47 vg_enter( argc
, argv
, "Voyager Game Engine" );
51 VG_STATIC
void highscores_save_at_exit(void)
53 highscores_serialize_all();
56 VG_STATIC
void vg_launch_opt(void)
60 VG_STATIC
void vg_preload(void)
64 vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" );
65 vg_info(" 2021-2023 |\\ /| | / | | | | /| \n" );
66 vg_info(" | \\ / | +-- / +----- +---' | / | \n" );
67 vg_info(" | \\ / | | / | | \\ | / | \n" );
68 vg_info(" | \\/ | | / | | \\ | / | \n" );
69 vg_info(" ' ' '--' [] '----- '----- ' ' '---' "
72 highscores_init( 2000, 50 );
73 if( !highscores_read() )
74 highscores_create_db();
76 vg_loader_step( NULL
, highscores_save_at_exit
);
79 vg_loader_step( NULL
, steam_end
);
80 vg_loader_step( network_init
, network_end
);
83 q_identity( aaron
.rb
.q
);
84 v3_zero( aaron
.rb
.w
);
85 v3_zero( aaron
.rb
.co
);
86 v3_zero( aaron
.rb
.v
);
87 rb_init_object( &aaron
);
91 VG_STATIC
void load_playermodels(void)
93 player_model_load( &localplayer_models
[0], "models/ch_new.mdl" );
94 player_model_load( &localplayer_models
[1], "models/ch_outlaw.mdl" );
95 player_model_load( &localplayer_models
[2], "models/ch_jordan.mdl" );
97 /* load default board */
99 player_board_load( &localplayer_boards
[0],
100 "models/boards/skaterift_fish.mdl" );
104 shader_model_character_view_register();
105 shader_model_board_view_register();
106 shader_model_entity_register();
109 void temp_update_playermodel(void){
110 player__use_model( &localplayer
, &localplayer_models
[cl_playermdl_id
] );
113 VG_STATIC
void async_skaterift_complete( void *payload
, u32 size
)
115 skaterift_status
= 1;
117 localplayer
.viewable_world
= get_active_world();
118 localplayer_cmd_respawn( 1, (const char *[]){ "start" } );
121 VG_STATIC
void vg_load(void)
123 vg_loader_step( render_init
, NULL
);
124 vg_loader_step( menu_init
, NULL
);
125 vg_loader_step( world_init
, NULL
);
126 vg_loader_step( vehicle_init
, NULL
);
127 vg_loader_step( font3d_init
, NULL
);
129 font3d_load( &world_global
.font
, "models/rs_font.mdl", vg_mem
.rtmemory
);
131 vg_loader_step( player_init
, NULL
);
132 vg_loader_step( player_ragdoll_init
, NULL
);
133 vg_loader_step( skateshop_init
, NULL
);
135 /* ----------------- */
136 vg_loader_step( load_playermodels
, NULL
);
139 player__create( &localplayer
);
140 player_avatar_load( &localplayer_avatar
, "models/ch_new.mdl" );
141 player__use_avatar( &localplayer
, &localplayer_avatar
);
142 player__use_model( &localplayer
, &localplayer_models
[cl_playermdl_id
] );
143 //localplayer.board = &localplayer_boards[0];
144 player__bind( &localplayer
);
146 /* --------------------- */
149 vg_loader_step( audio_init
, audio_free
);
151 /* 'systems' are completely loaded now */
153 /* load home world */
156 world_load( 0, "maps/mp_spawn.mdl" );
158 world_load( 0, "maps/mp_mtzero.mdl" );
162 world_load( &world_global
.worlds
[1], "maps/mp_gridmap.mdl" );
163 world_link_nonlocal_gates( 0, 1 );
164 world_load( &world_global
.worlds
[2], "maps/mp_mtzero.mdl" );
165 world_link_nonlocal_gates( 0, 2 );
168 vg_console_load_autos();
170 vg_async_call( async_skaterift_complete
, NULL
, 0 );
173 VG_STATIC
void draw_origin_axis(void)
175 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 1.0f
, 0.0f
, 0.0f
}, 0xffff0000 );
176 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 0.0f
, 1.0f
, 0.0f
}, 0xff00ff00 );
177 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 0.0f
, 0.0f
, 1.0f
}, 0xff0000ff );
180 VG_STATIC
void vg_update(void)
184 if( skaterift_status
== 1 ){
188 player__pre_update( &localplayer
);
189 global_skateshop_preupdate();
191 world_update( get_active_world(), localplayer
.rb
.co
);
192 audio_ambient_sprites_update( get_active_world(), localplayer
.rb
.co
);
193 gui_helper_action( localplayer
.input_use
, "\x7f Hello \x1f""A \x1e\x84" );
197 VG_STATIC
void vg_update_fixed(void)
199 if( skaterift_status
== 1 ){
200 world_routes_fixedupdate( get_active_world() );
202 player__update( &localplayer
);
203 vehicle_update_fixed();
206 world_instance
*world
= get_active_world();
208 rb_ct
*buf
= rb_global_buffer();
210 int l
= rb_box__scene( aaron
.rb
.to_world
, aaron
.rb
.bbx
,
211 NULL
, &world
->rb_geo
.inf
.scene
, buf
);
212 for( int j
=0; j
<l
; j
++ ){
213 buf
[j
].rba
= &aaron
.rb
;
214 buf
[j
].rbb
= &world
->rb_geo
.rb
;
216 rb_contact_count
+= l
;
217 rb_presolve_contacts( rb_contact_buffer
, rb_contact_count
);
219 for( int j
=0; j
<8; j
++ ){
220 rb_solve_contacts( rb_contact_buffer
, rb_contact_count
);
223 rb_iter( &aaron
.rb
);
224 rb_update_transform( &aaron
.rb
);
230 VG_STATIC
void vg_update_post(void)
232 if( skaterift_status
== 1 ){
233 player__post_update( &localplayer
);
237 world_audio_sample_distances( localplayer
.rb
.co
, &sample_index
, &dist
);
240 vg_dsp
.echo_distances
[sample_index
] = dist
;
242 v3f ears
= { 1.0f
,0.0f
,0.0f
};
243 m3x3_mulv( main_camera
.transform
, ears
, ears
);
244 v3_copy( ears
, vg_audio
.external_listener_ears
);
245 v3_copy( main_camera
.transform
[3], vg_audio
.external_listener_pos
);
247 if( localplayer
.gate_waiting
){
248 m4x3_mulv( localplayer
.gate_waiting
->transport
,
249 vg_audio
.external_listener_pos
,
250 vg_audio
.external_listener_pos
);
253 v3_copy( localplayer
.rb
.v
, vg_audio
.external_lister_velocity
);
257 vehicle_update_post();
260 SDL_Scancode sc
= SDL_GetScancodeFromKey( SDLK_q
);
261 if( vg_input
.sdl_keys
[sc
] ){
262 m4x3_mulv( main_camera
.transform
, (v3f
){0.0f
,0.0f
,-3.0f
},
265 v3_zero( aaron
.rb
.v
);
266 v3_zero( aaron
.rb
.w
);
267 rb_update_transform( &aaron
.rb
);
270 rb_object_debug( &aaron
, VG__PINK
);
275 VG_STATIC
void vg_framebuffer_resize( int w
, int h
)
280 VG_STATIC
void present_view_with_post_processing(void)
282 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
283 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
286 glDisable(GL_DEPTH_TEST
);
287 glBlendFunc(GL_ONE_MINUS_DST_ALPHA
, GL_DST_ALPHA
);
288 glBlendEquation(GL_FUNC_ADD
);
291 render_fb_inverse_ratio( gpipeline
.fb_main
, inverse
);
294 shader_blitblur_use();
295 shader_blitblur_uTexMain( 0 );
296 shader_blitblur_uTexMotion( 1 );
297 shader_blitblur_uBlurStrength( cl_blur_strength
/
298 (vg
.time_frame_delta
*60.0) );
299 shader_blitblur_uInverseRatio( inverse
);
302 v2_muls( (v2f
){ 0.04f
, 0.001f
}, menu_opacity
, menu_blurring
);
303 shader_blitblur_uOverrideDir( menu_blurring
);
305 render_fb_bind_texture( gpipeline
.fb_main
, 0, 0 );
306 render_fb_bind_texture( gpipeline
.fb_main
, 1, 1 );
310 shader_blit_uTexMain( 0 );
311 shader_blit_uInverseRatio( inverse
);
312 render_fb_bind_texture( gpipeline
.fb_main
, 0, 0 );
318 VG_STATIC
void render_player_transparent(void)
320 static camera small_cam
; /* DOES NOT NEED TO BE STATIC BUT MINGW
323 m4x3_copy( main_camera
.transform
, small_cam
.transform
);
325 small_cam
.fov
= main_camera
.fov
;
326 small_cam
.nearz
= 0.05f
;
327 small_cam
.farz
= 60.0f
;
329 camera_update_view( &small_cam
);
330 camera_update_projection( &small_cam
);
331 camera_finalize( &small_cam
);
333 /* Draw player to window buffer and blend background ontop */
334 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
335 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
336 player__render( &small_cam
, &localplayer
);
339 VG_STATIC
void render_scene(void)
341 render_fb_bind( gpipeline
.fb_main
, 1 );
342 glClearColor( 0.0f
, 0.0f
, 0.0f
, 1.0f
);
343 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
|GL_STENCIL_BUFFER_BIT
);
346 glEnable( GL_DEPTH_TEST
);
348 world_instance
*view_world
= localplayer
.viewable_world
;
350 if( view_world
== NULL
){
351 glClearColor( 0.25f
, 0.25f
, 0.0f
, 1.0f
);
352 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
|GL_STENCIL_BUFFER_BIT
);
356 world_prerender( view_world
);
357 render_world( view_world
, &main_camera
, 0 );
359 render_water_texture( view_world
, &main_camera
, 0 );
360 render_fb_bind( gpipeline
.fb_main
, 1 );
361 render_water_surface( view_world
, &main_camera
);
364 VG_STATIC
void render_scene_gate_subview(void)
366 render_fb_bind( gpipeline
.fb_main
, 1 );
367 world_instance
*view_world
= localplayer
.viewable_world
;
370 if( localplayer
.gate_waiting
) depth
= 0;
371 render_world_gates( view_world
, &main_camera
, depth
);
374 VG_STATIC
void render_main_game(void)
377 static float fov
= 60.0f
;
378 float fov_target
= vg_lerpf( 90.0f
, 110.0f
, cl_fov
);
380 if( player
.controller
== k_player_controller_skate
)
381 fov_target
= vg_lerpf( 97.0f
, 135.0f
, cl_fov
);
384 fov_target
= menu_fov_target
;
385 fov
= vg_lerpf( fov
, fov_target
, vg
.frame_delta
* 2.0f
);
386 fov
= freecam
? 60.0f
: fov
;
388 main_camera
.fov
= fov
;
391 player__pre_render( &localplayer
);
393 v3_lerp( localplayer
.cam
.pos
, menu_camera_pos
, menu_opacity
,
395 main_camera
.angles
[0] =
396 vg_alerpf( localplayer
.cam
.angles
[0], menu_camera_angles
[0],
398 main_camera
.angles
[1] =
399 vg_lerpf ( localplayer
.cam
.angles
[1], menu_camera_angles
[1],
402 main_camera
.fov
= vg_lerpf( localplayer
.cam
.fov
, menu_smooth_fov
,
405 main_camera
.fov
= vg_lerpf( main_camera
.fov
, 90.0f
,
406 global_skateshop
.factive
);
407 main_camera
.nearz
= 0.1f
;
408 main_camera
.farz
= 2100.0f
;
410 camera_update_transform( &main_camera
);
412 if( localplayer
.gate_waiting
){
413 m3x3_mul( localplayer
.basis_gate
, main_camera
.transform
,
414 main_camera
.transform
);
417 m3x3_mul( localplayer
.basis
, main_camera
.transform
,
418 main_camera
.transform
);
421 camera_update_view( &main_camera
);
422 camera_update_projection( &main_camera
);
423 camera_finalize( &main_camera
);
425 /* ========== Begin Frame ========== */
430 //glClear( GL_DEPTH_BUFFER_BIT );
432 glEnable( GL_DEPTH_TEST
);
435 render_player_transparent();
436 render_scene_gate_subview();
438 present_view_with_post_processing();
441 menu_render_fg( &main_camera
);
443 /* =========== End Frame =========== */
446 VG_STATIC
void vg_render(void)
448 if( skaterift_status
== 0 ){
453 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
455 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
456 glDisable( GL_DEPTH_TEST
);
458 glClearColor( 1.0f
, 0.0f
, 0.0f
, 0.0f
);
459 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
);
463 m4x4_copy( main_camera
.mtx
.pv
, vg
.pv
);
467 glDisable(GL_DEPTH_TEST
);
469 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
473 VG_STATIC
void vg_ui(void)
475 if( skaterift_status
== 0 ){
480 player__im_gui( &localplayer
);
482 world_instance
*world
= get_active_world();
485 render_view_framebuffer_ui();