grid based
[carveJwlIkooP6JGAAIwe30JlM.git] / skaterift.c
1 /*
2 * =============================================================================
3 *
4 * Copyright . . . -----, ,----- ,---. .---.
5 * 2021-2023 |\ /| | / | | | | /|
6 * | \ / | +-- / +----- +---' | / |
7 * | \ / | | / | | \ | / |
8 * | \/ | | / | | \ | / |
9 * ' ' '--' [] '----- '----- ' ' '---' SOFTWARE
10 *
11 * =============================================================================
12 */
13
14 #define SR_NETWORKED
15 #include "common.h"
16 #include "conf.h"
17 #include "steam.h"
18 #include "render.h"
19 #include "audio.h"
20 #include "world.h"
21
22
23
24 #include "player.h"
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" };
29
30
31
32
33
34
35 #include "network.h"
36
37 #if 0
38 #include "menu.h"
39 #endif
40 #include "vehicle.h"
41
42 static int cl_ui = 1,
43 cl_view_id = 0,
44 cl_light_edit = 0;
45
46 int main( int argc, char *argv[] )
47 {
48 vg_mem.use_libc_malloc = 0;
49 vg_set_mem_quota( 160*1024*1024 );
50 vg_enter( argc, argv, "Voyager Game Engine" );
51
52 return 0;
53 }
54
55 VG_STATIC void highscores_save_at_exit(void)
56 {
57 highscores_serialize_all();
58 }
59
60 VG_STATIC void vg_launch_opt(void)
61 {
62
63 }
64
65 VG_STATIC int __kill( int argc, const char *argv[] )
66 {
67 #if 0
68 player_use_device( &localplayer, &player_device_dead, &localplayer_dead );
69 #endif
70 return 0;
71 }
72
73 VG_STATIC int __respawn( int argc, const char *argv[] )
74 {
75 struct respawn_point *rp = NULL, *r;
76
77 world_instance *world = get_active_world();
78
79 if( argc == 1 )
80 {
81 for( int i=0; i<world->spawn_count; i++ )
82 {
83 r = &world->spawns[i];
84 if( !strcmp( r->name, argv[0] ) )
85 {
86 rp = r;
87 break;
88 }
89 }
90
91 if( !rp )
92 vg_warn( "No spawn named '%s'\n", argv[0] );
93 }
94
95 if( !rp )
96 {
97 float min_dist = INFINITY;
98
99 for( int i=0; i<world->spawn_count; i++ )
100 {
101 r = &world->spawns[i];
102 float d = v3_dist2( r->co, localplayer.rb.co );
103
104 vg_info( "Dist %s : %f\n", r->name, d );
105 if( d < min_dist )
106 {
107 min_dist = d;
108 rp = r;
109 }
110 }
111 }
112
113 if( !rp )
114 {
115 vg_error( "No spawn found\n" );
116
117 if( !world->spawn_count )
118 return 0;
119
120 rp = &world->spawns[0];
121 }
122
123 player__spawn( &localplayer, rp );
124 return 1;
125 }
126
127 VG_STATIC void vg_preload(void)
128 {
129 g_conf_init();
130
131 common_var_temp();
132
133 vg_var_push( (struct vg_var){
134 .name = "cl_ui",
135 .data = &cl_ui,
136 .data_type = k_var_dtype_i32,
137 .opt_i32 = { .min=0, .max=1, .clamp=1 },
138 .persistent = 0
139 });
140
141 vg_var_push( (struct vg_var){
142 .name = "cl_view_id",
143 .data = &cl_view_id,
144 .data_type = k_var_dtype_i32,
145 .opt_i32 = { .min=0, .max=1, .clamp=1 },
146 .persistent = 0
147 });
148
149 vg_var_push( (struct vg_var){
150 .name = "ledit",
151 .data = &cl_light_edit,
152 .data_type = k_var_dtype_i32,
153 .opt_i32 = { .min=0, .max=1, .clamp=1 },
154 .persistent = 0
155 });
156
157 vg_function_push( (struct vg_cmd) {
158 .name = "respawn",
159 .function = __respawn,
160 //.poll_suggest = reset_player_poll
161 });
162
163 vg_function_push( (struct vg_cmd) {
164 .name = "ded",
165 .function = __kill,
166 //.poll_suggest = reset_player_poll
167 });
168
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(" ' ' '--' [] '----- '----- ' ' '---' "
175 "SOFTWARE\n" );
176
177 highscores_init( 2000, 50 );
178 if( !highscores_read() )
179 highscores_create_db();
180
181 vg_loader_step( NULL, highscores_save_at_exit );
182
183 steam_init();
184 vg_loader_step( NULL, steam_end );
185 vg_loader_step( network_init, network_end );
186 }
187
188 VG_STATIC void load_playermodels(void)
189 {
190 vg_linear_clear( vg_mem.scratch );
191
192 /*
193 * load in other player models. This may need to be more sophisticated in
194 * the futre if we have more of these guys
195 */
196 mdl_context ctx_default,
197 ctx_outlaw,
198 ctx_jordan;
199
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 );
204
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 );
209
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 );
214
215 vg_acquire_thread_sync();
216 {
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] );
220 }
221 vg_release_thread_sync();
222
223 /* FIXME: hack */
224 shader_model_character_view_register();
225 vg_acquire_thread_sync();
226 {
227 vg_tex2d_init( (vg_tex2d *[]){ &localplayer_texture }, 1 );
228 }
229 vg_release_thread_sync();
230 }
231
232 VG_STATIC void vg_load(void)
233 {
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 );
239 //
240 //vg_loader_step( player_model_init, NULL );
241
242 /* ----------------- */
243 vg_loader_step( load_playermodels, NULL );
244
245 /* player setup */
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 );
252
253 /* --------------------- */
254
255 vg_bake_shaders();
256 vg_loader_step( audio_init, audio_free );
257 world_audio_init();
258
259 /* 'systems' are completely loaded now */
260
261 /* load home world */
262 world_load( &world_global.worlds[0], "maps/mp_home.mdl" );
263
264 world_load( &world_global.worlds[1], "maps/mp_gridmap.mdl" );
265 world_load( &world_global.worlds[2], "maps/mp_mtzero.mdl" );
266 world_link_nonlocal_gates( 0, 1 );
267 world_link_nonlocal_gates( 0, 2 );
268
269 vg_console_load_autos();
270 }
271
272 VG_STATIC void vg_start(void)
273 {
274 __respawn( 1, (const char *[]){ "start" } );
275 }
276
277 VG_STATIC void draw_origin_axis(void)
278 {
279 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 1.0f, 0.0f, 0.0f }, 0xffff0000 );
280 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 1.0f, 0.0f }, 0xff00ff00 );
281 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 0.0f, 1.0f }, 0xff0000ff );
282 }
283
284 VG_STATIC void vg_update(void)
285 {
286 steam_update();
287
288 if( vg.is_loaded )
289 {
290 draw_origin_axis();
291 network_update();
292
293 #if 0
294 if( !gzoomer.inside )
295 player_update_pre();
296 #endif
297
298 player__pre_update( &localplayer );
299 world_update( get_active_world(), localplayer.rb.co );
300 }
301 }
302
303 VG_STATIC void vg_update_fixed(void)
304 {
305 if( vg.is_loaded )
306 {
307 #if 0
308 if( !gzoomer.inside )
309 player_update_fixed();
310
311 vehicle_update_fixed();
312 #endif
313
314 player__update( &localplayer );
315 }
316 }
317
318 VG_STATIC void vg_update_post(void)
319 {
320 if( vg.is_loaded )
321 {
322 #if 0
323 if( gzoomer.inside )
324 {
325 vehicle_camera();
326 }
327 else
328 {
329 player_update_post();
330 }
331 #endif
332
333 player__post_update( &localplayer );
334
335 #if 0
336 menu_update();
337 vehicle_update_post();
338 #endif
339 }
340 }
341
342 VG_STATIC void vg_framebuffer_resize( int w, int h )
343 {
344 render_fb_resize();
345 }
346
347 VG_STATIC void present_view_with_post_processing(void)
348 {
349 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
350
351 glEnable(GL_BLEND);
352 glDisable(GL_DEPTH_TEST);
353 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
354 glBlendEquation(GL_FUNC_ADD);
355
356 if( cl_blur )
357 {
358 shader_blitblur_use();
359 shader_blitblur_uTexMain( 0 );
360 shader_blitblur_uTexMotion( 1 );
361 shader_blitblur_uBlurStrength(cl_blur_strength / (vg.frame_delta*60.0f));
362
363 v2f menu_blurring;
364 //v2_muls( (v2f){ 0.04f, 0.001f }, menu_opacity, menu_blurring );
365 v2_muls( (v2f){ 0.04f, 0.001f }, 0.0f, menu_blurring );
366 shader_blitblur_uOverrideDir( menu_blurring );
367
368 if( cl_view_id == 0 )
369 render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
370 else if( cl_view_id == 1 )
371 render_fb_bind_texture( gpipeline.fb_main, 1, 0 );
372 else
373 render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
374
375 render_fb_bind_texture( gpipeline.fb_main, 1, 1 );
376 }
377 else
378 {
379 shader_blit_use();
380 shader_blit_uTexMain( 0 );
381 render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
382 }
383
384 render_fsquad();
385 }
386
387 VG_STATIC void render_player_transparent(void)
388 {
389 static camera small_cam; /* DOES NOT NEED TO BE STATIC BUT MINGW
390 SAIS OTHERWISE */
391
392 m4x3_copy( main_camera.transform, small_cam.transform );
393
394 small_cam.fov = main_camera.fov;
395 small_cam.nearz = 0.05f;
396 small_cam.farz = 60.0f;
397
398 camera_update_view( &small_cam );
399 camera_update_projection( &small_cam );
400 camera_finalize( &small_cam );
401
402 /* Draw player to window buffer and blend background ontop */
403 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
404 player__render( &small_cam, &localplayer );
405 }
406
407 VG_STATIC void render_scene(void)
408 {
409 render_fb_bind( gpipeline.fb_main );
410 glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
411 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
412
413 /* Draw world */
414 glEnable( GL_DEPTH_TEST );
415
416 world_instance *view_world = localplayer.viewable_world;
417 render_world( view_world, &main_camera );
418
419 int player_transparent = 1,
420 player_draw = 1;
421
422 #if 0
423 if( (localplayer.subsystem == k_player_subsystem_dead) ||
424 (localplayer.camera_mode == k_cam_thirdperson) )
425 player_transparent = 0;
426 #endif
427
428 if( !player_transparent && player_draw )
429 player__render( &main_camera, &localplayer );
430
431
432 render_water_texture( view_world, &main_camera );
433 render_fb_bind( gpipeline.fb_main );
434 render_water_surface( view_world, &main_camera );
435 render_world_gates( view_world, &main_camera );
436
437 if( player_transparent && player_draw )
438 render_player_transparent();
439 }
440
441 VG_STATIC void render_menu(void)
442 {
443 glClear( GL_DEPTH_BUFFER_BIT );
444 #if 0
445 menu_render( &main_camera );
446 #endif
447 }
448
449 VG_STATIC void render_main_game(void)
450 {
451 #if 0
452 static float fov = 60.0f;
453 float fov_target = vg_lerpf( 90.0f, 110.0f, cl_fov );
454
455 if( player.controller == k_player_controller_skate )
456 fov_target = vg_lerpf( 97.0f, 135.0f, cl_fov );
457
458 if( cl_menu )
459 fov_target = menu_fov_target;
460 fov = vg_lerpf( fov, fov_target, vg.frame_delta * 2.0f );
461 fov = freecam? 60.0f: fov;
462
463 main_camera.fov = fov;
464 #endif
465
466 /* copy camera from player.
467 * TODO: blend with camera from menu */
468
469 /* FIXME: TEMP!! */
470 player__pre_render( &localplayer );
471
472 v3_copy( localplayer.cam.pos, main_camera.pos );
473 v3_copy( localplayer.cam.angles, main_camera.angles );
474 main_camera.fov = localplayer.cam.fov;
475 main_camera.nearz = 0.1f;
476 main_camera.farz = 2100.0f;
477
478 camera_update_transform( &main_camera );
479
480 if( localplayer.gate_waiting )
481 {
482 m3x3_mul( localplayer.basis_gate, main_camera.transform,
483 main_camera.transform );
484 }
485 else
486 {
487 m3x3_mul( localplayer.basis, main_camera.transform,
488 main_camera.transform );
489 }
490
491 camera_update_view( &main_camera );
492 camera_update_projection( &main_camera );
493 camera_finalize( &main_camera );
494
495 /* ========== Begin Frame ========== */
496
497 render_scene();
498 present_view_with_post_processing();
499
500 #if 0
501 if( cl_menu )
502 {
503 render_menu();
504 render_player_transparent();
505 }
506 #endif
507
508 /* =========== End Frame =========== */
509 }
510
511 VG_STATIC void vg_render(void)
512 {
513 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
514
515 glViewport( 0,0, vg.window_x, vg.window_y );
516 glDisable( GL_DEPTH_TEST );
517
518 glClearColor( 1.0f, 0.0f, 0.0f, 0.0f );
519 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
520
521 render_main_game();
522
523 /* Other shite */
524 glDisable(GL_BLEND);
525 glDisable( GL_DEPTH_TEST );
526 vg_lines_drawall( (float *)main_camera.mtx.pv );
527 glViewport( 0,0, vg.window_x, vg.window_y );
528 }
529
530 VG_STATIC void run_light_widget( struct light_widget *lw );
531 VG_STATIC void vg_ui(void)
532 {
533 player__im_gui( &localplayer );
534 world_instance *world = get_active_world();
535
536 #if 0
537 menu_crap_ui();
538 #endif
539
540 #if 0
541 if( cl_light_edit )
542 {
543 vg_uictx.cursor[0] = 10;
544 vg_uictx.cursor[1] = 10;
545 vg_uictx.cursor[2] = 200;
546 vg_uictx.cursor[3] = 20;
547
548 struct ub_world_lighting *wl = &gpipeline.ub_world_lighting;
549 struct ui_slider_vector
550 s5 = { .min=0.0f, .max=2.0f, .len=3, .data=wl->g_ambient_colour };
551
552 struct ui_slider
553 s8 = { .min=0.0f, .max=2.0f, .data = &gpipeline.shadow_spread },
554 s9 = { .min=0.0f, .max=25.0f, .data = &gpipeline.shadow_length };
555
556 for( int i=0; i<3; i++ )
557 run_light_widget( &gpipeline.widgets[i] );
558
559 ui_text( vg_uictx.cursor, "Ambient", 1, 0 );
560 vg_uictx.cursor[1] += 16;
561 ui_slider_vector( &s5 );
562
563 ui_text( vg_uictx.cursor, "Shadows", 1, 0 );
564 vg_uictx.cursor[1] += 16;
565 ui_slider( &s8 );
566 ui_slider( &s9 );
567
568 ui_text( vg_uictx.cursor, "Misc", 1, 0 );
569 vg_uictx.cursor[1] += 16;
570 struct ui_checkbox c1 = {.data = &wl->g_light_preview};
571 ui_checkbox( &c1 );
572
573 render_update_lighting_ub();
574 }
575 #endif
576
577 //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
578 if( cl_ui )
579 {
580 render_world_routes_ui( world );
581 }
582 //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
583
584 audio_debug_soundscapes();
585 render_view_framebuffer_ui();
586
587 #if 0
588 player_physics_gui();
589 #endif
590 }
591
592 VG_STATIC void run_light_widget( struct light_widget *lw )
593 {
594 struct ui_checkbox c1 = { .data=&lw->enabled };
595
596 ui_checkbox( &c1 );
597
598 if( lw->enabled )
599 {
600 struct ui_slider_vector
601 colour = { .min=0.0f, .max=2.0f, .len=3, .data=lw->colour },
602 dir = { .min=-VG_PIf, .max=VG_PIf, .len=2, .data=lw->dir };
603
604 ui_slider_vector( &colour );
605 vg_uictx.cursor[1] += 4;
606 ui_slider_vector( &dir );
607 }
608 }
609
610 VG_STATIC void run_debug_info(void)
611 {
612 #if 0
613 char buf[40];
614
615 snprintf( buf, 40, "%.2fm/s", v3_length( player.rb.v ) );
616 ui_text( (ui_px [2]){ 0, 0 }, buf, 1, k_text_align_left );
617
618 snprintf( buf, 40, "%.2f %.2f %.2f m/s",
619 player.phys.a[0], player.phys.a[1], player.phys.a[2] );
620 ui_text( (ui_px [2]){ 0, 20 }, buf, 1, k_text_align_left );
621
622 snprintf( buf, 40, "pos %.2f %.2f %.2f",
623 player.phys.rb.co[0], player.phys.rb.co[1], player.phys.rb.co[2] );
624 ui_text( (ui_px [2]){ 0, 40 }, buf, 1, k_text_align_left );
625
626 if( vg_input.controller_handle )
627 {
628 for( int i=0; i<vg_list_size(vg_input.controller_axises); i++ )
629 {
630 snprintf( buf, 40, "%.2f", vg_input.controller_axises[i] );
631 ui_text( (ui_px [2]){ 0, (i+3)*20 }, buf, 1, k_text_align_left );
632 }
633 }
634 else
635 {
636 ui_text( (ui_px [2]){ 0, 60 },
637 "Gamepad not ready", 1, k_text_align_left );
638 }
639 #endif
640 }