2 * =============================================================================
4 * Copyright . . . -----, ,----- ,---. .---.
5 * 2021-2023 |\ /| | / | | | | /|
6 * | \ / | +-- / +----- +---' | / |
7 * | \ / | | / | | \ | / |
8 * | \/ | | / | | \ | / |
9 * ' ' '--' [] '----- '----- ' ' '---' SOFTWARE
11 * =============================================================================
25 #include "player_interface.h"
26 #include "player_device_walk.h"
27 #include "player_model.h"
29 VG_STATIC player_interface localplayer
;
30 VG_STATIC
struct player_device_walk localplayer_walk
;
45 int main( int argc
, char *argv
[] )
47 vg_mem
.use_libc_malloc
= 0;
48 vg_set_mem_quota( 128*1024*1024 );
49 vg_enter( argc
, argv
, "Voyager Game Engine" );
54 VG_STATIC
void highscores_save_at_exit(void)
56 highscores_serialize_all();
59 VG_STATIC
void vg_launch_opt(void)
64 VG_STATIC
int __respawn( int argc
, const char *argv
[] )
66 struct respawn_point
*rp
= NULL
, *r
;
70 for( int i
=0; i
<world
.spawn_count
; i
++ )
73 if( !strcmp( r
->name
, argv
[0] ) )
81 vg_warn( "No spawn named '%s'\n", argv
[0] );
86 float min_dist
= INFINITY
;
88 for( int i
=0; i
<world
.spawn_count
; i
++ )
91 float d
= v3_dist2( r
->co
, localplayer
.rb
.co
);
93 vg_info( "Dist %s : %f\n", r
->name
, d
);
104 vg_error( "No spawn found\n" );
106 if( !world
.spawn_count
)
109 rp
= &world
.spawns
[0];
112 player_spawn( &localplayer
, rp
);
116 VG_STATIC
void vg_preload(void)
120 vg_var_push( (struct vg_var
){
123 .data_type
= k_var_dtype_i32
,
124 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
128 vg_var_push( (struct vg_var
){
129 .name
= "cl_view_id",
131 .data_type
= k_var_dtype_i32
,
132 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
136 vg_var_push( (struct vg_var
){
138 .data
= &cl_light_edit
,
139 .data_type
= k_var_dtype_i32
,
140 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
144 vg_function_push( (struct vg_cmd
) {
146 .function
= __respawn
,
147 //.poll_suggest = reset_player_poll
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(" ' ' '--' [] '----- '----- ' ' '---' "
158 highscores_init( 2000, 50 );
159 if( !highscores_read() )
160 highscores_create_db();
162 vg_loader_step( NULL
, highscores_save_at_exit
);
165 vg_loader_step( NULL
, steam_end
);
166 vg_loader_step( network_init
, network_end
);
169 VG_STATIC
void vg_load(void)
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 );
177 vg_loader_step( player_model_init
, NULL
);
179 player_interface_create_player( &localplayer
);
180 player_use_device( &localplayer
, &player_device_walk
, &localplayer_walk
);
183 vg_loader_step( audio_init
, audio_free
);
186 /* 'systems' are completely loaded now */
187 strcpy( world
.world_name
, "maps/mp_mtzero.mdl" );
188 strcpy( world
.world_name
, "maps/mp_gridmap.mdl" );
190 vg_console_load_autos();
193 VG_STATIC
void vg_start(void)
195 __respawn( 1, (const char *[]){ "start" } );
198 VG_STATIC
void draw_origin_axis(void)
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 );
205 VG_STATIC
void vg_update(void)
215 if( !gzoomer
.inside
)
219 player_pre_update( &localplayer
);
220 world_update( localplayer
.rb
.co
);
224 VG_STATIC
void vg_update_fixed(void)
229 if( !gzoomer
.inside
)
230 player_update_fixed();
232 vehicle_update_fixed();
235 player_update( &localplayer
);
239 VG_STATIC
void vg_update_post(void)
250 player_update_post();
254 player_post_update( &localplayer
);
258 vehicle_update_post();
263 VG_STATIC
void vg_framebuffer_resize( int w
, int h
)
268 VG_STATIC
void present_view_with_post_processing(void)
270 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
273 glDisable(GL_DEPTH_TEST
);
274 glBlendFunc(GL_ONE_MINUS_DST_ALPHA
, GL_DST_ALPHA
);
275 glBlendEquation(GL_FUNC_ADD
);
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
));
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
);
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 );
294 render_fb_bind_texture( gpipeline
.fb_main
, 0, 0 );
296 render_fb_bind_texture( gpipeline
.fb_main
, 1, 1 );
301 shader_blit_uTexMain( 0 );
302 render_fb_bind_texture( gpipeline
.fb_main
, 0, 0 );
308 VG_STATIC
void render_player_transparent(void)
310 static camera small_cam
; /* DOES NOT NEED TO BE STATIC BUT MINGW
313 m4x3_copy( main_camera
.transform
, small_cam
.transform
);
315 small_cam
.fov
= main_camera
.fov
;
316 small_cam
.nearz
= 0.05f
;
317 small_cam
.farz
= 60.0f
;
319 camera_update_view( &small_cam
);
320 camera_update_projection( &small_cam
);
321 camera_finalize( &small_cam
);
323 /* Draw player to window buffer and blend background ontop */
325 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
327 draw_player( &small_cam
);
331 VG_STATIC
void render_scene(void)
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
);
338 glEnable( GL_DEPTH_TEST
);
340 render_world( &main_camera
);
343 int player_transparent
= !(player
.is_dead
|| freecam
),
344 player_draw
= !cl_menu
;
346 if( !player_transparent
&& player_draw
)
347 draw_player( &main_camera
);
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
);
356 if( player_transparent
&& player_draw
)
357 render_player_transparent();
361 VG_STATIC
void render_menu(void)
363 glClear( GL_DEPTH_BUFFER_BIT
);
365 menu_render( &main_camera
);
369 VG_STATIC
void render_main_game(void)
372 static float fov
= 60.0f
;
373 float fov_target
= vg_lerpf( 90.0f
, 110.0f
, cl_fov
);
375 if( player
.controller
== k_player_controller_skate
)
376 fov_target
= vg_lerpf( 97.0f
, 135.0f
, cl_fov
);
379 fov_target
= menu_fov_target
;
380 fov
= vg_lerpf( fov
, fov_target
, vg
.frame_delta
* 2.0f
);
381 fov
= freecam
? 60.0f
: fov
;
383 main_camera
.fov
= fov
;
386 /* copy camera from player.
387 * TODO: blend with camera from menu */
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
;
395 camera_update_transform( &main_camera
);
396 camera_update_view( &main_camera
);
397 camera_update_projection( &main_camera
);
398 camera_finalize( &main_camera
);
400 /* ========== Begin Frame ========== */
403 present_view_with_post_processing();
409 render_player_transparent();
413 /* =========== End Frame =========== */
416 VG_STATIC
void vg_render(void)
418 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
420 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
421 glDisable( GL_DEPTH_TEST
);
423 glClearColor( 1.0f
, 0.0f
, 0.0f
, 0.0f
);
424 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
);
430 glDisable( GL_DEPTH_TEST
);
431 vg_lines_drawall( (float *)main_camera
.mtx
.pv
);
432 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
435 VG_STATIC
void run_light_widget( struct light_widget
*lw
);
436 VG_STATIC
void vg_ui(void)
438 player_ui( &localplayer
);
446 vg_uictx
.cursor
[0] = 10;
447 vg_uictx
.cursor
[1] = 10;
448 vg_uictx
.cursor
[2] = 200;
449 vg_uictx
.cursor
[3] = 20;
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
};
456 s8
= { .min
=0.0f
, .max
=2.0f
, .data
= &gpipeline
.shadow_spread
},
457 s9
= { .min
=0.0f
, .max
=25.0f
, .data
= &gpipeline
.shadow_length
};
459 for( int i
=0; i
<3; i
++ )
460 run_light_widget( &gpipeline
.widgets
[i
] );
462 ui_text( vg_uictx
.cursor
, "Ambient", 1, 0 );
463 vg_uictx
.cursor
[1] += 16;
464 ui_slider_vector( &s5
);
466 ui_text( vg_uictx
.cursor
, "Shadows", 1, 0 );
467 vg_uictx
.cursor
[1] += 16;
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
};
476 render_update_lighting_ub();
479 //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
482 render_world_routes_ui();
484 //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
486 audio_debug_soundscapes();
487 render_view_framebuffer_ui();
490 player_physics_gui();
494 VG_STATIC
void run_light_widget( struct light_widget
*lw
)
496 struct ui_checkbox c1
= { .data
=&lw
->enabled
};
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
};
506 ui_slider_vector( &colour
);
507 vg_uictx
.cursor
[1] += 4;
508 ui_slider_vector( &dir
);
512 VG_STATIC
void run_debug_info(void)
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
);
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
);
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
);
528 if( vg_input
.controller_handle
)
530 for( int i
=0; i
<vg_list_size(vg_input
.controller_axises
); i
++ )
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
);
538 ui_text( (ui_px
[2]){ 0, 60 },
539 "Gamepad not ready", 1, k_text_align_left
);