ab24550521a7779045192bcb0bc1cb614d1f7899
[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 #if 0
23 #include "player.h"
24 #else
25 #include "player_interface.h"
26 #include "player_device_walk.h"
27 #include "player_model.h"
28
29 VG_STATIC player_interface localplayer;
30 VG_STATIC struct player_device_walk localplayer_walk;
31
32 #endif
33
34 #include "network.h"
35
36 #if 0
37 #include "menu.h"
38 #endif
39 #include "vehicle.h"
40
41 static int cl_ui = 1,
42 cl_view_id = 0,
43 cl_light_edit = 0;
44
45 int main( int argc, char *argv[] )
46 {
47 vg_mem.use_libc_malloc = 0;
48 vg_set_mem_quota( 128*1024*1024 );
49 vg_enter( argc, argv, "Voyager Game Engine" );
50
51 return 0;
52 }
53
54 VG_STATIC void highscores_save_at_exit(void)
55 {
56 highscores_serialize_all();
57 }
58
59 VG_STATIC void vg_launch_opt(void)
60 {
61
62 }
63
64 VG_STATIC int __respawn( int argc, const char *argv[] )
65 {
66 struct respawn_point *rp = NULL, *r;
67
68 if( argc == 1 )
69 {
70 for( int i=0; i<world.spawn_count; i++ )
71 {
72 r = &world.spawns[i];
73 if( !strcmp( r->name, argv[0] ) )
74 {
75 rp = r;
76 break;
77 }
78 }
79
80 if( !rp )
81 vg_warn( "No spawn named '%s'\n", argv[0] );
82 }
83
84 if( !rp )
85 {
86 float min_dist = INFINITY;
87
88 for( int i=0; i<world.spawn_count; i++ )
89 {
90 r = &world.spawns[i];
91 float d = v3_dist2( r->co, localplayer.rb.co );
92
93 vg_info( "Dist %s : %f\n", r->name, d );
94 if( d < min_dist )
95 {
96 min_dist = d;
97 rp = r;
98 }
99 }
100 }
101
102 if( !rp )
103 {
104 vg_error( "No spawn found\n" );
105
106 if( !world.spawn_count )
107 return 0;
108
109 rp = &world.spawns[0];
110 }
111
112 player_spawn( &localplayer, rp );
113 return 1;
114 }
115
116 VG_STATIC void vg_preload(void)
117 {
118 g_conf_init();
119
120 vg_var_push( (struct vg_var){
121 .name = "cl_ui",
122 .data = &cl_ui,
123 .data_type = k_var_dtype_i32,
124 .opt_i32 = { .min=0, .max=1, .clamp=1 },
125 .persistent = 0
126 });
127
128 vg_var_push( (struct vg_var){
129 .name = "cl_view_id",
130 .data = &cl_view_id,
131 .data_type = k_var_dtype_i32,
132 .opt_i32 = { .min=0, .max=1, .clamp=1 },
133 .persistent = 0
134 });
135
136 vg_var_push( (struct vg_var){
137 .name = "ledit",
138 .data = &cl_light_edit,
139 .data_type = k_var_dtype_i32,
140 .opt_i32 = { .min=0, .max=1, .clamp=1 },
141 .persistent = 0
142 });
143
144 vg_function_push( (struct vg_cmd) {
145 .name = "respawn",
146 .function = __respawn,
147 //.poll_suggest = reset_player_poll
148 });
149
150 vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" );
151 vg_info(" 2021-2022 |\\ /| | / | | | | /| \n" );
152 vg_info(" | \\ / | +-- / +----- +---' | / | \n" );
153 vg_info(" | \\ / | | / | | \\ | / | \n" );
154 vg_info(" | \\/ | | / | | \\ | / | \n" );
155 vg_info(" ' ' '--' [] '----- '----- ' ' '---' "
156 "SOFTWARE\n" );
157
158 highscores_init( 2000, 50 );
159 if( !highscores_read() )
160 highscores_create_db();
161
162 vg_loader_step( NULL, highscores_save_at_exit );
163
164 steam_init();
165 vg_loader_step( NULL, steam_end );
166 vg_loader_step( network_init, network_end );
167 }
168
169 VG_STATIC void vg_load(void)
170 {
171 vg_loader_step( render_init, NULL );
172 //vg_loader_step( menu_init, NULL );
173 vg_loader_step( world_init, NULL );
174 //vg_loader_step( player_init, NULL );
175 //vg_loader_step( vehicle_init, NULL );
176 //
177 vg_loader_step( player_model_init, NULL );
178
179 player_interface_create_player( &localplayer );
180 player_use_device( &localplayer, &player_device_walk, &localplayer_walk );
181
182 vg_bake_shaders();
183 vg_loader_step( audio_init, audio_free );
184 world_audio_init();
185
186 /* 'systems' are completely loaded now */
187 strcpy( world.world_name, "maps/mp_mtzero.mdl" );
188 strcpy( world.world_name, "maps/mp_gridmap.mdl" );
189 world_load();
190 vg_console_load_autos();
191 }
192
193 VG_STATIC void vg_start(void)
194 {
195 __respawn( 1, (const char *[]){ "start" } );
196 }
197
198 VG_STATIC void draw_origin_axis(void)
199 {
200 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 1.0f, 0.0f, 0.0f }, 0xffff0000 );
201 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 1.0f, 0.0f }, 0xff00ff00 );
202 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 0.0f, 1.0f }, 0xff0000ff );
203 }
204
205 VG_STATIC void vg_update(void)
206 {
207 steam_update();
208
209 if( vg.is_loaded )
210 {
211 draw_origin_axis();
212 network_update();
213
214 #if 0
215 if( !gzoomer.inside )
216 player_update_pre();
217 #endif
218
219 player_pre_update( &localplayer );
220 world_update( localplayer.rb.co );
221 }
222 }
223
224 VG_STATIC void vg_update_fixed(void)
225 {
226 if( vg.is_loaded )
227 {
228 #if 0
229 if( !gzoomer.inside )
230 player_update_fixed();
231
232 vehicle_update_fixed();
233 #endif
234
235 player_update( &localplayer );
236 }
237 }
238
239 VG_STATIC void vg_update_post(void)
240 {
241 if( vg.is_loaded )
242 {
243 #if 0
244 if( gzoomer.inside )
245 {
246 vehicle_camera();
247 }
248 else
249 {
250 player_update_post();
251 }
252 #endif
253
254 player_post_update( &localplayer );
255
256 #if 0
257 menu_update();
258 vehicle_update_post();
259 #endif
260 }
261 }
262
263 VG_STATIC void vg_framebuffer_resize( int w, int h )
264 {
265 render_fb_resize();
266 }
267
268 VG_STATIC void present_view_with_post_processing(void)
269 {
270 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
271
272 glEnable(GL_BLEND);
273 glDisable(GL_DEPTH_TEST);
274 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
275 glBlendEquation(GL_FUNC_ADD);
276
277 if( cl_blur )
278 {
279 shader_blitblur_use();
280 shader_blitblur_uTexMain( 0 );
281 shader_blitblur_uTexMotion( 1 );
282 shader_blitblur_uBlurStrength(cl_blur_strength / (vg.frame_delta*60.0f));
283
284 v2f menu_blurring;
285 //v2_muls( (v2f){ 0.04f, 0.001f }, menu_opacity, menu_blurring );
286 v2_muls( (v2f){ 0.04f, 0.001f }, 0.0f, menu_blurring );
287 shader_blitblur_uOverrideDir( menu_blurring );
288
289 if( cl_view_id == 0 )
290 render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
291 else if( cl_view_id == 1 )
292 render_fb_bind_texture( gpipeline.fb_main, 1, 0 );
293 else
294 render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
295
296 render_fb_bind_texture( gpipeline.fb_main, 1, 1 );
297 }
298 else
299 {
300 shader_blit_use();
301 shader_blit_uTexMain( 0 );
302 render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
303 }
304
305 render_fsquad();
306 }
307
308 VG_STATIC void render_player_transparent(void)
309 {
310 static camera small_cam; /* DOES NOT NEED TO BE STATIC BUT MINGW
311 SAIS OTHERWISE */
312
313 m4x3_copy( main_camera.transform, small_cam.transform );
314
315 small_cam.fov = main_camera.fov;
316 small_cam.nearz = 0.05f;
317 small_cam.farz = 60.0f;
318
319 camera_update_view( &small_cam );
320 camera_update_projection( &small_cam );
321 camera_finalize( &small_cam );
322
323 /* Draw player to window buffer and blend background ontop */
324
325 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
326 #if 0
327 draw_player( &small_cam );
328 #endif
329 }
330
331 VG_STATIC void render_scene(void)
332 {
333 render_fb_bind( gpipeline.fb_main );
334 glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
335 glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
336
337 /* Draw world */
338 glEnable( GL_DEPTH_TEST );
339
340 render_world( &main_camera );
341
342 #if 0
343 int player_transparent = !(player.is_dead || freecam),
344 player_draw = !cl_menu;
345
346 if( !player_transparent && player_draw )
347 draw_player( &main_camera );
348 #endif
349
350 render_water_texture( &main_camera );
351 render_fb_bind( gpipeline.fb_main );
352 render_water_surface( &main_camera );
353 render_world_gates( &main_camera );
354
355 #if 0
356 if( player_transparent && player_draw )
357 render_player_transparent();
358 #endif
359 }
360
361 VG_STATIC void render_menu(void)
362 {
363 glClear( GL_DEPTH_BUFFER_BIT );
364 #if 0
365 menu_render( &main_camera );
366 #endif
367 }
368
369 VG_STATIC void render_main_game(void)
370 {
371 #if 0
372 static float fov = 60.0f;
373 float fov_target = vg_lerpf( 90.0f, 110.0f, cl_fov );
374
375 if( player.controller == k_player_controller_skate )
376 fov_target = vg_lerpf( 97.0f, 135.0f, cl_fov );
377
378 if( cl_menu )
379 fov_target = menu_fov_target;
380 fov = vg_lerpf( fov, fov_target, vg.frame_delta * 2.0f );
381 fov = freecam? 60.0f: fov;
382
383 main_camera.fov = fov;
384 #endif
385
386 /* copy camera from player.
387 * TODO: blend with camera from menu */
388
389 v3_copy( localplayer.cam.pos, main_camera.pos );
390 v3_copy( localplayer.cam.angles, main_camera.angles );
391 main_camera.fov = localplayer.cam.fov;
392 main_camera.nearz = 0.1f;
393 main_camera.farz = 2100.0f;
394
395 camera_update_transform( &main_camera );
396 camera_update_view( &main_camera );
397 camera_update_projection( &main_camera );
398 camera_finalize( &main_camera );
399
400 /* ========== Begin Frame ========== */
401
402 render_scene();
403 present_view_with_post_processing();
404
405 #if 0
406 if( cl_menu )
407 {
408 render_menu();
409 render_player_transparent();
410 }
411 #endif
412
413 /* =========== End Frame =========== */
414 }
415
416 VG_STATIC void vg_render(void)
417 {
418 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
419
420 glViewport( 0,0, vg.window_x, vg.window_y );
421 glDisable( GL_DEPTH_TEST );
422
423 glClearColor( 1.0f, 0.0f, 0.0f, 0.0f );
424 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
425
426 render_main_game();
427
428 /* Other shite */
429 glDisable(GL_BLEND);
430 glDisable( GL_DEPTH_TEST );
431 vg_lines_drawall( (float *)main_camera.mtx.pv );
432 glViewport( 0,0, vg.window_x, vg.window_y );
433 }
434
435 VG_STATIC void run_light_widget( struct light_widget *lw );
436 VG_STATIC void vg_ui(void)
437 {
438 player_ui( &localplayer );
439
440 #if 0
441 menu_crap_ui();
442 #endif
443
444 if( cl_light_edit )
445 {
446 vg_uictx.cursor[0] = 10;
447 vg_uictx.cursor[1] = 10;
448 vg_uictx.cursor[2] = 200;
449 vg_uictx.cursor[3] = 20;
450
451 struct ub_world_lighting *wl = &gpipeline.ub_world_lighting;
452 struct ui_slider_vector
453 s5 = { .min=0.0f, .max=2.0f, .len=3, .data=wl->g_ambient_colour };
454
455 struct ui_slider
456 s8 = { .min=0.0f, .max=2.0f, .data = &gpipeline.shadow_spread },
457 s9 = { .min=0.0f, .max=25.0f, .data = &gpipeline.shadow_length };
458
459 for( int i=0; i<3; i++ )
460 run_light_widget( &gpipeline.widgets[i] );
461
462 ui_text( vg_uictx.cursor, "Ambient", 1, 0 );
463 vg_uictx.cursor[1] += 16;
464 ui_slider_vector( &s5 );
465
466 ui_text( vg_uictx.cursor, "Shadows", 1, 0 );
467 vg_uictx.cursor[1] += 16;
468 ui_slider( &s8 );
469 ui_slider( &s9 );
470
471 ui_text( vg_uictx.cursor, "Misc", 1, 0 );
472 vg_uictx.cursor[1] += 16;
473 struct ui_checkbox c1 = {.data = &wl->g_light_preview};
474 ui_checkbox( &c1 );
475
476 render_update_lighting_ub();
477 }
478
479 //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
480 if( cl_ui )
481 {
482 render_world_routes_ui();
483 }
484 //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
485
486 audio_debug_soundscapes();
487 render_view_framebuffer_ui();
488
489 #if 0
490 player_physics_gui();
491 #endif
492 }
493
494 VG_STATIC void run_light_widget( struct light_widget *lw )
495 {
496 struct ui_checkbox c1 = { .data=&lw->enabled };
497
498 ui_checkbox( &c1 );
499
500 if( lw->enabled )
501 {
502 struct ui_slider_vector
503 colour = { .min=0.0f, .max=2.0f, .len=3, .data=lw->colour },
504 dir = { .min=-VG_PIf, .max=VG_PIf, .len=2, .data=lw->dir };
505
506 ui_slider_vector( &colour );
507 vg_uictx.cursor[1] += 4;
508 ui_slider_vector( &dir );
509 }
510 }
511
512 VG_STATIC void run_debug_info(void)
513 {
514 #if 0
515 char buf[40];
516
517 snprintf( buf, 40, "%.2fm/s", v3_length( player.rb.v ) );
518 ui_text( (ui_px [2]){ 0, 0 }, buf, 1, k_text_align_left );
519
520 snprintf( buf, 40, "%.2f %.2f %.2f m/s",
521 player.phys.a[0], player.phys.a[1], player.phys.a[2] );
522 ui_text( (ui_px [2]){ 0, 20 }, buf, 1, k_text_align_left );
523
524 snprintf( buf, 40, "pos %.2f %.2f %.2f",
525 player.phys.rb.co[0], player.phys.rb.co[1], player.phys.rb.co[2] );
526 ui_text( (ui_px [2]){ 0, 40 }, buf, 1, k_text_align_left );
527
528 if( vg_input.controller_handle )
529 {
530 for( int i=0; i<vg_list_size(vg_input.controller_axises); i++ )
531 {
532 snprintf( buf, 40, "%.2f", vg_input.controller_axises[i] );
533 ui_text( (ui_px [2]){ 0, (i+3)*20 }, buf, 1, k_text_align_left );
534 }
535 }
536 else
537 {
538 ui_text( (ui_px [2]){ 0, 60 },
539 "Gamepad not ready", 1, k_text_align_left );
540 }
541 #endif
542 }