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 */
142 world_load( 0, "maps/mp_spawn.mdl" );
143 world_load( 1, "maps/mp_mtzero.mdl" );
145 vg_console_load_autos();
148 vg_async_call( async_skaterift_complete
, NULL
, 0 );
151 VG_STATIC
void draw_origin_axis(void)
153 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 1.0f
, 0.0f
, 0.0f
}, 0xffff0000 );
154 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 0.0f
, 1.0f
, 0.0f
}, 0xff00ff00 );
155 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 0.0f
, 0.0f
, 1.0f
}, 0xff0000ff );
158 VG_STATIC
void vg_update(void)
162 skaterift_preupdate_inputs();
164 if( skaterift_status
== 1 ){
168 player__pre_update( &localplayer
);
169 global_skateshop_preupdate();
171 world_update( get_active_world(), localplayer
.rb
.co
);
172 audio_ambient_sprites_update( get_active_world(), localplayer
.rb
.co
);
173 //gui_helper_action( localplayer.input_use, "\x7f Hello \x1f""A \x1e\x84" );
177 VG_STATIC
void vg_update_fixed(void)
179 if( skaterift_status
== 1 ){
180 world_routes_fixedupdate( get_active_world() );
182 player__update( &localplayer
);
183 vehicle_update_fixed();
187 VG_STATIC
void vg_update_post(void)
189 if( skaterift_status
== 1 ){
190 player__post_update( &localplayer
);
194 world_audio_sample_distances( localplayer
.rb
.co
, &sample_index
, &dist
);
197 vg_dsp
.echo_distances
[sample_index
] = dist
;
199 v3f ears
= { 1.0f
,0.0f
,0.0f
};
200 m3x3_mulv( main_camera
.transform
, ears
, ears
);
201 v3_copy( ears
, vg_audio
.external_listener_ears
);
202 v3_copy( main_camera
.transform
[3], vg_audio
.external_listener_pos
);
204 if( localplayer
.gate_waiting
){
205 m4x3_mulv( localplayer
.gate_waiting
->transport
,
206 vg_audio
.external_listener_pos
,
207 vg_audio
.external_listener_pos
);
210 v3_copy( localplayer
.rb
.v
, vg_audio
.external_lister_velocity
);
213 vg
.time_rate
= 1.0f
-menu
.factive
;
214 vehicle_update_post();
218 VG_STATIC
void vg_framebuffer_resize( int w
, int h
)
223 VG_STATIC
void present_view_with_post_processing(void)
225 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
226 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
229 glDisable(GL_DEPTH_TEST
);
230 glBlendFunc(GL_ONE_MINUS_DST_ALPHA
, GL_DST_ALPHA
);
231 glBlendEquation(GL_FUNC_ADD
);
234 render_fb_inverse_ratio( gpipeline
.fb_main
, inverse
);
237 shader_blitblur_use();
238 shader_blitblur_uTexMain( 0 );
239 shader_blitblur_uTexMotion( 1 );
240 shader_blitblur_uBlurStrength( cl_blur_strength
/
241 (vg
.time_frame_delta
*60.0) );
242 shader_blitblur_uInverseRatio( inverse
);
245 v2_muls( (v2f
){ 0.04f
, 0.001f
}, menu
.factive
, menu_blurring
);
246 shader_blitblur_uOverrideDir( menu_blurring
);
248 render_fb_bind_texture( gpipeline
.fb_main
, 0, 0 );
249 render_fb_bind_texture( gpipeline
.fb_main
, 1, 1 );
253 shader_blit_uTexMain( 0 );
254 shader_blit_uInverseRatio( inverse
);
255 render_fb_bind_texture( gpipeline
.fb_main
, 0, 0 );
261 VG_STATIC
void render_player_transparent(void)
263 static camera small_cam
; /* DOES NOT NEED TO BE STATIC BUT MINGW
266 m4x3_copy( main_camera
.transform
, small_cam
.transform
);
268 small_cam
.fov
= main_camera
.fov
;
269 small_cam
.nearz
= 0.05f
;
270 small_cam
.farz
= 60.0f
;
272 camera_update_view( &small_cam
);
273 camera_update_projection( &small_cam
);
274 camera_finalize( &small_cam
);
276 /* Draw player to window buffer and blend background ontop */
277 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
278 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
279 player__render( &small_cam
, &localplayer
);
282 VG_STATIC
void render_scene(void)
284 render_fb_bind( gpipeline
.fb_main
, 1 );
285 glClearColor( 0.0f
, 0.0f
, 0.0f
, 1.0f
);
286 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
|GL_STENCIL_BUFFER_BIT
);
289 glEnable( GL_DEPTH_TEST
);
291 world_instance
*view_world
= localplayer
.viewable_world
;
293 if( view_world
== NULL
){
294 glClearColor( 0.25f
, 0.25f
, 0.0f
, 1.0f
);
295 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
|GL_STENCIL_BUFFER_BIT
);
299 for( u32 i
=0; i
<vg_list_size(world_global
.worlds
); i
++ ){
300 if( world_global
.worlds
[i
].status
== k_world_status_loaded
){
301 world_prerender( &world_global
.worlds
[i
] );
305 render_world( view_world
, &main_camera
, 0 );
307 render_water_texture( view_world
, &main_camera
, 0 );
308 render_fb_bind( gpipeline
.fb_main
, 1 );
309 render_water_surface( view_world
, &main_camera
);
312 VG_STATIC
void render_scene_gate_subview(void)
314 render_fb_bind( gpipeline
.fb_main
, 1 );
315 world_instance
*view_world
= localplayer
.viewable_world
;
318 if( localplayer
.gate_waiting
) depth
= 0;
319 render_world_gates( view_world
, &main_camera
, depth
);
322 VG_STATIC
void render_main_game(void)
324 player__pre_render( &localplayer
);
325 main_camera
.fov
= localplayer
.cam
.fov
;
326 v3_copy( localplayer
.cam
.pos
, main_camera
.pos
);
327 v3_copy( localplayer
.cam
.angles
, main_camera
.angles
);
329 main_camera
.nearz
= 0.1f
;
330 main_camera
.farz
= 2100.0f
;
332 camera_update_transform( &main_camera
);
334 if( localplayer
.gate_waiting
){
335 m3x3_mul( localplayer
.basis_gate
, main_camera
.transform
,
336 main_camera
.transform
);
339 m3x3_mul( localplayer
.basis
, main_camera
.transform
,
340 main_camera
.transform
);
343 camera_update_view( &main_camera
);
344 camera_update_projection( &main_camera
);
345 camera_finalize( &main_camera
);
347 /* ========== Begin Frame ========== */
351 glEnable( GL_DEPTH_TEST
);
353 render_player_transparent();
354 render_scene_gate_subview();
356 present_view_with_post_processing();
357 /* =========== End Frame =========== */
360 VG_STATIC
void vg_render(void)
362 if( skaterift_status
== 0 ){
367 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
369 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
370 glDisable( GL_DEPTH_TEST
);
371 glDisable( GL_BLEND
);
373 glClearColor( 1.0f
, 0.0f
, 0.0f
, 0.0f
);
374 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
);
378 m4x4_copy( main_camera
.mtx
.pv
, vg
.pv
);
382 glDisable(GL_DEPTH_TEST
);
384 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
388 VG_STATIC
void vg_gui(void)
390 if( skaterift_status
== 0 ){
396 glClear( GL_DEPTH_BUFFER_BIT
);
401 player__im_gui( &localplayer
);
403 world_instance
*world
= get_active_world();
406 render_view_framebuffer_ui();
411 #include "skaterift_imgui_dev.c"