2 * =============================================================================
4 * Copyright . . . -----, ,----- ,---. .---.
5 * 2021-2023 |\ /| | / | | | | /|
6 * | \ / | +-- / +----- +---' | / |
7 * | \ / | | / | | \ | / |
8 * | \/ | | / | | \ | / |
9 * ' ' '--' [] '----- '----- ' ' '---' SOFTWARE
11 * =============================================================================
25 VG_STATIC
struct player_avatar localplayer_avatar
;
26 VG_STATIC glmesh localplayer_meshes
[3];
27 vg_tex2d localplayer_texture
= { .path
= "textures/ch_gradient.qoi" };
35 static rb_object aaron
={
37 .rb
.bbx
= {{ -2.0f
, -1.0f
, -1.0f
}, { 2.0f
, 1.0f
, 1.0f
}}
41 int main( int argc
, char *argv
[] )
43 vg_mem
.use_libc_malloc
= 0;
44 vg_set_mem_quota( 160*1024*1024 );
45 vg_enter( argc
, argv
, "Voyager Game Engine" );
49 VG_STATIC
void highscores_save_at_exit(void)
51 highscores_serialize_all();
54 VG_STATIC
void vg_launch_opt(void)
58 VG_STATIC
void vg_preload(void)
62 vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" );
63 vg_info(" 2021-2023 |\\ /| | / | | | | /| \n" );
64 vg_info(" | \\ / | +-- / +----- +---' | / | \n" );
65 vg_info(" | \\ / | | / | | \\ | / | \n" );
66 vg_info(" | \\/ | | / | | \\ | / | \n" );
67 vg_info(" ' ' '--' [] '----- '----- ' ' '---' "
70 highscores_init( 2000, 50 );
71 if( !highscores_read() )
72 highscores_create_db();
74 vg_loader_step( NULL
, highscores_save_at_exit
);
77 vg_loader_step( NULL
, steam_end
);
78 vg_loader_step( network_init
, network_end
);
81 q_identity( aaron
.rb
.q
);
82 v3_zero( aaron
.rb
.w
);
83 v3_zero( aaron
.rb
.co
);
84 v3_zero( aaron
.rb
.v
);
85 rb_init_object( &aaron
);
89 VG_STATIC
void load_playermodels(void)
91 vg_linear_clear( vg_mem
.scratch
);
94 * load in other player models. This may need to be more sophisticated in
95 * the futre if we have more of these guys
97 mdl_context ctx_default
,
101 mdl_open( &ctx_default
, "models/ch_new.mdl", vg_mem
.scratch
);
102 mdl_load_metadata_block( &ctx_default
, vg_mem
.scratch
);
103 mdl_load_mesh_block( &ctx_default
, vg_mem
.scratch
);
104 mdl_close( &ctx_default
);
106 mdl_open( &ctx_outlaw
, "models/ch_outlaw.mdl", vg_mem
.scratch
);
107 mdl_load_metadata_block( &ctx_outlaw
, vg_mem
.scratch
);
108 mdl_load_mesh_block( &ctx_outlaw
, vg_mem
.scratch
);
109 mdl_close( &ctx_outlaw
);
111 mdl_open( &ctx_jordan
, "models/ch_jordan.mdl", vg_mem
.scratch
);
112 mdl_load_metadata_block( &ctx_jordan
, vg_mem
.scratch
);
113 mdl_load_mesh_block( &ctx_jordan
, vg_mem
.scratch
);
114 mdl_close( &ctx_jordan
);
116 vg_acquire_thread_sync();
118 mdl_unpack_glmesh( &ctx_default
, &localplayer_meshes
[0] );
119 mdl_unpack_glmesh( &ctx_outlaw
, &localplayer_meshes
[1] );
120 mdl_unpack_glmesh( &ctx_jordan
, &localplayer_meshes
[2] );
122 vg_release_thread_sync();
125 shader_model_character_view_register();
126 vg_acquire_thread_sync();
128 vg_tex2d_init( (vg_tex2d
*[]){ &localplayer_texture
}, 1 );
130 vg_release_thread_sync();
133 void temp_update_playermodel(void){
134 player__use_mesh( &localplayer
, &localplayer_meshes
[cl_playermdl_id
] );
137 VG_STATIC
void vg_load(void)
139 vg_loader_step( render_init
, NULL
);
140 vg_loader_step( menu_init
, NULL
);
141 vg_loader_step( world_init
, NULL
);
142 vg_loader_step( vehicle_init
, NULL
);
143 vg_loader_step( font3d_init
, NULL
);
145 font3d_load( &world_global
.font
, "models/rs_font.mdl", vg_mem
.rtmemory
);
147 vg_loader_step( player_init
, NULL
);
148 vg_loader_step( player_ragdoll_init
, NULL
);
150 /* ----------------- */
151 vg_loader_step( load_playermodels
, NULL
);
154 player__create( &localplayer
);
155 player_avatar_load( &localplayer_avatar
, "models/ch_new.mdl" );
156 player__use_avatar( &localplayer
, &localplayer_avatar
);
157 player__use_mesh( &localplayer
, &localplayer_meshes
[cl_playermdl_id
] );
158 player__use_texture( &localplayer
, &localplayer_texture
);
159 player__bind( &localplayer
);
161 /* --------------------- */
164 vg_loader_step( audio_init
, audio_free
);
166 /* 'systems' are completely loaded now */
168 /* load home world */
169 world_load( 0, "maps/mp_gridmap.mdl" );
170 world_load( 1, "maps/mp_mtzero.mdl" );
173 world_load( &world_global
.worlds
[1], "maps/mp_gridmap.mdl" );
174 world_link_nonlocal_gates( 0, 1 );
175 world_load( &world_global
.worlds
[2], "maps/mp_mtzero.mdl" );
176 world_link_nonlocal_gates( 0, 2 );
179 vg_console_load_autos();
182 VG_STATIC
void vg_start(void)
184 localplayer
.viewable_world
= get_active_world();
185 localplayer_cmd_respawn( 1, (const char *[]){ "start" } );
188 VG_STATIC
void draw_origin_axis(void)
190 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 1.0f
, 0.0f
, 0.0f
}, 0xffff0000 );
191 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 0.0f
, 1.0f
, 0.0f
}, 0xff00ff00 );
192 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 0.0f
, 0.0f
, 1.0f
}, 0xff0000ff );
195 VG_STATIC
void vg_update(void)
203 player__pre_update( &localplayer
);
205 world_update( get_active_world(), localplayer
.rb
.co
);
206 audio_ambient_sprites_update( get_active_world(), localplayer
.rb
.co
);
210 VG_STATIC
void vg_update_fixed(void)
213 world_routes_fixedupdate( get_active_world() );
215 player__update( &localplayer
);
216 vehicle_update_fixed();
219 world_instance
*world
= get_active_world();
221 rb_ct
*buf
= rb_global_buffer();
223 int l
= rb_box__scene( aaron
.rb
.to_world
, aaron
.rb
.bbx
,
224 NULL
, &world
->rb_geo
.inf
.scene
, buf
);
225 for( int j
=0; j
<l
; j
++ ){
226 buf
[j
].rba
= &aaron
.rb
;
227 buf
[j
].rbb
= &world
->rb_geo
.rb
;
229 rb_contact_count
+= l
;
230 rb_presolve_contacts( rb_contact_buffer
, rb_contact_count
);
232 for( int j
=0; j
<8; j
++ ){
233 rb_solve_contacts( rb_contact_buffer
, rb_contact_count
);
236 rb_iter( &aaron
.rb
);
237 rb_update_transform( &aaron
.rb
);
243 VG_STATIC
void vg_update_post(void)
246 player__post_update( &localplayer
);
250 world_audio_sample_distances( localplayer
.rb
.co
, &sample_index
, &dist
);
253 vg_dsp
.echo_distances
[sample_index
] = dist
;
255 v3f ears
= { 1.0f
,0.0f
,0.0f
};
256 m3x3_mulv( main_camera
.transform
, ears
, ears
);
257 v3_copy( ears
, vg_audio
.external_listener_ears
);
258 v3_copy( main_camera
.transform
[3], vg_audio
.external_listener_pos
);
260 if( localplayer
.gate_waiting
){
261 m4x3_mulv( localplayer
.gate_waiting
->transport
,
262 vg_audio
.external_listener_pos
,
263 vg_audio
.external_listener_pos
);
266 v3_copy( localplayer
.rb
.v
, vg_audio
.external_lister_velocity
);
270 vehicle_update_post();
273 SDL_Scancode sc
= SDL_GetScancodeFromKey( SDLK_q
);
274 if( vg_input
.sdl_keys
[sc
] ){
275 m4x3_mulv( main_camera
.transform
, (v3f
){0.0f
,0.0f
,-3.0f
},
278 v3_zero( aaron
.rb
.v
);
279 v3_zero( aaron
.rb
.w
);
280 rb_update_transform( &aaron
.rb
);
283 rb_object_debug( &aaron
, VG__PINK
);
288 VG_STATIC
void vg_framebuffer_resize( int w
, int h
)
293 VG_STATIC
void present_view_with_post_processing(void)
295 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
296 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
299 glDisable(GL_DEPTH_TEST
);
300 glBlendFunc(GL_ONE_MINUS_DST_ALPHA
, GL_DST_ALPHA
);
301 glBlendEquation(GL_FUNC_ADD
);
304 render_fb_inverse_ratio( gpipeline
.fb_main
, inverse
);
307 shader_blitblur_use();
308 shader_blitblur_uTexMain( 0 );
309 shader_blitblur_uTexMotion( 1 );
310 shader_blitblur_uBlurStrength(cl_blur_strength
/ (vg
.frame_delta
*60.0f
));
311 shader_blitblur_uInverseRatio( inverse
);
314 v2_muls( (v2f
){ 0.04f
, 0.001f
}, menu_opacity
, menu_blurring
);
315 shader_blitblur_uOverrideDir( menu_blurring
);
317 render_fb_bind_texture( gpipeline
.fb_main
, 0, 0 );
318 render_fb_bind_texture( gpipeline
.fb_main
, 1, 1 );
322 shader_blit_uTexMain( 0 );
323 shader_blit_uInverseRatio( inverse
);
324 render_fb_bind_texture( gpipeline
.fb_main
, 0, 0 );
330 VG_STATIC
void render_player_transparent(void)
332 static camera small_cam
; /* DOES NOT NEED TO BE STATIC BUT MINGW
335 m4x3_copy( main_camera
.transform
, small_cam
.transform
);
337 small_cam
.fov
= main_camera
.fov
;
338 small_cam
.nearz
= 0.05f
;
339 small_cam
.farz
= 60.0f
;
341 camera_update_view( &small_cam
);
342 camera_update_projection( &small_cam
);
343 camera_finalize( &small_cam
);
345 /* Draw player to window buffer and blend background ontop */
346 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
347 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
348 player__render( &small_cam
, &localplayer
);
351 VG_STATIC
void render_scene(void)
353 render_fb_bind( gpipeline
.fb_main
, 1 );
354 glClearColor( 0.0f
, 0.0f
, 0.0f
, 1.0f
);
355 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
|GL_STENCIL_BUFFER_BIT
);
358 glEnable( GL_DEPTH_TEST
);
360 world_instance
*view_world
= localplayer
.viewable_world
;
362 if( view_world
== NULL
){
363 glClearColor( 0.25f
, 0.25f
, 0.0f
, 1.0f
);
364 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
|GL_STENCIL_BUFFER_BIT
);
368 world_prerender( view_world
);
369 render_world( view_world
, &main_camera
, 0 );
371 render_water_texture( view_world
, &main_camera
, 0 );
372 render_fb_bind( gpipeline
.fb_main
, 1 );
373 render_water_surface( view_world
, &main_camera
);
376 VG_STATIC
void render_scene_gate_subview(void)
378 render_fb_bind( gpipeline
.fb_main
, 1 );
379 world_instance
*view_world
= localplayer
.viewable_world
;
382 if( localplayer
.gate_waiting
) depth
= 0;
383 render_world_gates( view_world
, &main_camera
, depth
);
386 VG_STATIC
void render_main_game(void)
389 static float fov
= 60.0f
;
390 float fov_target
= vg_lerpf( 90.0f
, 110.0f
, cl_fov
);
392 if( player
.controller
== k_player_controller_skate
)
393 fov_target
= vg_lerpf( 97.0f
, 135.0f
, cl_fov
);
396 fov_target
= menu_fov_target
;
397 fov
= vg_lerpf( fov
, fov_target
, vg
.frame_delta
* 2.0f
);
398 fov
= freecam
? 60.0f
: fov
;
400 main_camera
.fov
= fov
;
403 player__pre_render( &localplayer
);
405 v3_lerp( localplayer
.cam
.pos
, menu_camera_pos
, menu_opacity
,
407 main_camera
.angles
[0] =
408 vg_alerpf( localplayer
.cam
.angles
[0], menu_camera_angles
[0],
410 main_camera
.angles
[1] =
411 vg_lerpf ( localplayer
.cam
.angles
[1], menu_camera_angles
[1],
414 main_camera
.fov
= vg_lerpf( localplayer
.cam
.fov
, menu_smooth_fov
,
416 main_camera
.nearz
= 0.1f
;
417 main_camera
.farz
= 2100.0f
;
419 camera_update_transform( &main_camera
);
421 if( localplayer
.gate_waiting
){
422 m3x3_mul( localplayer
.basis_gate
, main_camera
.transform
,
423 main_camera
.transform
);
426 m3x3_mul( localplayer
.basis
, main_camera
.transform
,
427 main_camera
.transform
);
430 camera_update_view( &main_camera
);
431 camera_update_projection( &main_camera
);
432 camera_finalize( &main_camera
);
434 /* ========== Begin Frame ========== */
439 //glClear( GL_DEPTH_BUFFER_BIT );
441 glEnable( GL_DEPTH_TEST
);
444 render_player_transparent();
445 render_scene_gate_subview();
447 present_view_with_post_processing();
450 menu_render_fg( &main_camera
);
452 /* =========== End Frame =========== */
455 VG_STATIC
void vg_render(void)
457 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
459 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
460 glDisable( GL_DEPTH_TEST
);
462 glClearColor( 1.0f
, 0.0f
, 0.0f
, 0.0f
);
463 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
);
467 m4x4_copy( main_camera
.mtx
.pv
, vg
.pv
);
471 glDisable(GL_DEPTH_TEST
);
473 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
476 VG_STATIC
void vg_ui(void)
479 player__im_gui( &localplayer
);
481 world_instance
*world
= get_active_world();
484 render_view_framebuffer_ui();