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 vg_console_load_autos();
270 VG_STATIC
void vg_start(void)
272 __respawn( 1, (const char *[]){ "start" } );
275 VG_STATIC
void draw_origin_axis(void)
277 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 1.0f
, 0.0f
, 0.0f
}, 0xffff0000 );
278 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 0.0f
, 1.0f
, 0.0f
}, 0xff00ff00 );
279 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 0.0f
, 0.0f
, 1.0f
}, 0xff0000ff );
282 VG_STATIC
void vg_update(void)
292 if( !gzoomer
.inside
)
296 player__pre_update( &localplayer
);
297 world_update( get_active_world(), localplayer
.rb
.co
);
301 VG_STATIC
void vg_update_fixed(void)
306 if( !gzoomer
.inside
)
307 player_update_fixed();
309 vehicle_update_fixed();
312 player__update( &localplayer
);
316 VG_STATIC
void vg_update_post(void)
327 player_update_post();
331 player__post_update( &localplayer
);
335 vehicle_update_post();
340 VG_STATIC
void vg_framebuffer_resize( int w
, int h
)
345 VG_STATIC
void present_view_with_post_processing(void)
347 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
350 glDisable(GL_DEPTH_TEST
);
351 glBlendFunc(GL_ONE_MINUS_DST_ALPHA
, GL_DST_ALPHA
);
352 glBlendEquation(GL_FUNC_ADD
);
356 shader_blitblur_use();
357 shader_blitblur_uTexMain( 0 );
358 shader_blitblur_uTexMotion( 1 );
359 shader_blitblur_uBlurStrength(cl_blur_strength
/ (vg
.frame_delta
*60.0f
));
362 //v2_muls( (v2f){ 0.04f, 0.001f }, menu_opacity, menu_blurring );
363 v2_muls( (v2f
){ 0.04f
, 0.001f
}, 0.0f
, menu_blurring
);
364 shader_blitblur_uOverrideDir( menu_blurring
);
366 if( cl_view_id
== 0 )
367 render_fb_bind_texture( gpipeline
.fb_main
, 0, 0 );
368 else if( cl_view_id
== 1 )
369 render_fb_bind_texture( gpipeline
.fb_main
, 1, 0 );
371 render_fb_bind_texture( gpipeline
.fb_main
, 0, 0 );
373 render_fb_bind_texture( gpipeline
.fb_main
, 1, 1 );
378 shader_blit_uTexMain( 0 );
379 render_fb_bind_texture( gpipeline
.fb_main
, 0, 0 );
385 VG_STATIC
void render_player_transparent(void)
387 static camera small_cam
; /* DOES NOT NEED TO BE STATIC BUT MINGW
390 m4x3_copy( main_camera
.transform
, small_cam
.transform
);
392 small_cam
.fov
= main_camera
.fov
;
393 small_cam
.nearz
= 0.05f
;
394 small_cam
.farz
= 60.0f
;
396 camera_update_view( &small_cam
);
397 camera_update_projection( &small_cam
);
398 camera_finalize( &small_cam
);
400 /* Draw player to window buffer and blend background ontop */
401 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
402 player__render( &small_cam
, &localplayer
);
405 VG_STATIC
void render_scene(void)
407 render_fb_bind( gpipeline
.fb_main
);
408 glClearColor( 0.0f
, 0.0f
, 0.0f
, 1.0f
);
409 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
|GL_STENCIL_BUFFER_BIT
);
412 glEnable( GL_DEPTH_TEST
);
414 world_instance
*world
= get_active_world();
415 render_world( world
, &main_camera
);
417 int player_transparent
= 1,
421 if( (localplayer
.subsystem
== k_player_subsystem_dead
) ||
422 (localplayer
.camera_mode
== k_cam_thirdperson
) )
423 player_transparent
= 0;
426 if( !player_transparent
&& player_draw
)
427 player__render( &main_camera
, &localplayer
);
430 render_water_texture( world
, &main_camera
);
431 render_fb_bind( gpipeline
.fb_main
);
432 render_water_surface( world
, &main_camera
);
433 render_world_gates( world
, &main_camera
);
435 if( player_transparent
&& player_draw
)
436 render_player_transparent();
439 VG_STATIC
void render_menu(void)
441 glClear( GL_DEPTH_BUFFER_BIT
);
443 menu_render( &main_camera
);
447 VG_STATIC
void render_main_game(void)
450 static float fov
= 60.0f
;
451 float fov_target
= vg_lerpf( 90.0f
, 110.0f
, cl_fov
);
453 if( player
.controller
== k_player_controller_skate
)
454 fov_target
= vg_lerpf( 97.0f
, 135.0f
, cl_fov
);
457 fov_target
= menu_fov_target
;
458 fov
= vg_lerpf( fov
, fov_target
, vg
.frame_delta
* 2.0f
);
459 fov
= freecam
? 60.0f
: fov
;
461 main_camera
.fov
= fov
;
464 /* copy camera from player.
465 * TODO: blend with camera from menu */
468 player__pre_render( &localplayer
);
470 v3_copy( localplayer
.cam
.pos
, main_camera
.pos
);
471 v3_copy( localplayer
.cam
.angles
, main_camera
.angles
);
472 main_camera
.fov
= localplayer
.cam
.fov
;
473 main_camera
.nearz
= 0.1f
;
474 main_camera
.farz
= 2100.0f
;
476 camera_update_transform( &main_camera
);
478 if( localplayer
.gate_waiting
)
480 m3x3_mul( localplayer
.basis_gate
, main_camera
.transform
,
481 main_camera
.transform
);
485 m3x3_mul( localplayer
.basis
, main_camera
.transform
,
486 main_camera
.transform
);
489 camera_update_view( &main_camera
);
490 camera_update_projection( &main_camera
);
491 camera_finalize( &main_camera
);
493 /* ========== Begin Frame ========== */
496 present_view_with_post_processing();
502 render_player_transparent();
506 /* =========== End Frame =========== */
509 VG_STATIC
void vg_render(void)
511 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
513 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
514 glDisable( GL_DEPTH_TEST
);
516 glClearColor( 1.0f
, 0.0f
, 0.0f
, 0.0f
);
517 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
);
523 glDisable( GL_DEPTH_TEST
);
524 vg_lines_drawall( (float *)main_camera
.mtx
.pv
);
525 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
528 VG_STATIC
void run_light_widget( struct light_widget
*lw
);
529 VG_STATIC
void vg_ui(void)
531 player__im_gui( &localplayer
);
532 world_instance
*world
= get_active_world();
541 vg_uictx
.cursor
[0] = 10;
542 vg_uictx
.cursor
[1] = 10;
543 vg_uictx
.cursor
[2] = 200;
544 vg_uictx
.cursor
[3] = 20;
546 struct ub_world_lighting
*wl
= &gpipeline
.ub_world_lighting
;
547 struct ui_slider_vector
548 s5
= { .min
=0.0f
, .max
=2.0f
, .len
=3, .data
=wl
->g_ambient_colour
};
551 s8
= { .min
=0.0f
, .max
=2.0f
, .data
= &gpipeline
.shadow_spread
},
552 s9
= { .min
=0.0f
, .max
=25.0f
, .data
= &gpipeline
.shadow_length
};
554 for( int i
=0; i
<3; i
++ )
555 run_light_widget( &gpipeline
.widgets
[i
] );
557 ui_text( vg_uictx
.cursor
, "Ambient", 1, 0 );
558 vg_uictx
.cursor
[1] += 16;
559 ui_slider_vector( &s5
);
561 ui_text( vg_uictx
.cursor
, "Shadows", 1, 0 );
562 vg_uictx
.cursor
[1] += 16;
566 ui_text( vg_uictx
.cursor
, "Misc", 1, 0 );
567 vg_uictx
.cursor
[1] += 16;
568 struct ui_checkbox c1
= {.data
= &wl
->g_light_preview
};
571 render_update_lighting_ub();
575 //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
578 render_world_routes_ui( world
);
580 //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
582 audio_debug_soundscapes();
583 render_view_framebuffer_ui();
586 player_physics_gui();
590 VG_STATIC
void run_light_widget( struct light_widget
*lw
)
592 struct ui_checkbox c1
= { .data
=&lw
->enabled
};
598 struct ui_slider_vector
599 colour
= { .min
=0.0f
, .max
=2.0f
, .len
=3, .data
=lw
->colour
},
600 dir
= { .min
=-VG_PIf
, .max
=VG_PIf
, .len
=2, .data
=lw
->dir
};
602 ui_slider_vector( &colour
);
603 vg_uictx
.cursor
[1] += 4;
604 ui_slider_vector( &dir
);
608 VG_STATIC
void run_debug_info(void)
613 snprintf( buf
, 40, "%.2fm/s", v3_length( player
.rb
.v
) );
614 ui_text( (ui_px
[2]){ 0, 0 }, buf
, 1, k_text_align_left
);
616 snprintf( buf
, 40, "%.2f %.2f %.2f m/s",
617 player
.phys
.a
[0], player
.phys
.a
[1], player
.phys
.a
[2] );
618 ui_text( (ui_px
[2]){ 0, 20 }, buf
, 1, k_text_align_left
);
620 snprintf( buf
, 40, "pos %.2f %.2f %.2f",
621 player
.phys
.rb
.co
[0], player
.phys
.rb
.co
[1], player
.phys
.rb
.co
[2] );
622 ui_text( (ui_px
[2]){ 0, 40 }, buf
, 1, k_text_align_left
);
624 if( vg_input
.controller_handle
)
626 for( int i
=0; i
<vg_list_size(vg_input
.controller_axises
); i
++ )
628 snprintf( buf
, 40, "%.2f", vg_input
.controller_axises
[i
] );
629 ui_text( (ui_px
[2]){ 0, (i
+3)*20 }, buf
, 1, k_text_align_left
);
634 ui_text( (ui_px
[2]){ 0, 60 },
635 "Gamepad not ready", 1, k_text_align_left
);