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_device_skate.h"
28 #include "player_device_dead.h"
29 #include "player_model.h"
32 VG_STATIC player_interface localplayer
;
33 VG_STATIC
struct player_avatar localplayer_avatar
;
34 VG_STATIC glmesh localplayer_meshes
[3];
49 int main( int argc
, char *argv
[] )
51 vg_mem
.use_libc_malloc
= 0;
52 vg_set_mem_quota( 128*1024*1024 );
53 vg_enter( argc
, argv
, "Voyager Game Engine" );
58 VG_STATIC
void highscores_save_at_exit(void)
60 highscores_serialize_all();
63 VG_STATIC
void vg_launch_opt(void)
68 VG_STATIC
int __kill( int argc
, const char *argv
[] )
71 player_use_device( &localplayer
, &player_device_dead
, &localplayer_dead
);
76 VG_STATIC
int __respawn( int argc
, const char *argv
[] )
78 struct respawn_point
*rp
= NULL
, *r
;
82 for( int i
=0; i
<world
.spawn_count
; i
++ )
85 if( !strcmp( r
->name
, argv
[0] ) )
93 vg_warn( "No spawn named '%s'\n", argv
[0] );
98 float min_dist
= INFINITY
;
100 for( int i
=0; i
<world
.spawn_count
; i
++ )
102 r
= &world
.spawns
[i
];
103 float d
= v3_dist2( r
->co
, localplayer
.rb
.co
);
105 vg_info( "Dist %s : %f\n", r
->name
, d
);
116 vg_error( "No spawn found\n" );
118 if( !world
.spawn_count
)
121 rp
= &world
.spawns
[0];
124 player_spawn( &localplayer
, rp
);
128 VG_STATIC
void vg_preload(void)
134 vg_var_push( (struct vg_var
){
137 .data_type
= k_var_dtype_i32
,
138 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
142 vg_var_push( (struct vg_var
){
143 .name
= "cl_view_id",
145 .data_type
= k_var_dtype_i32
,
146 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
150 vg_var_push( (struct vg_var
){
152 .data
= &cl_light_edit
,
153 .data_type
= k_var_dtype_i32
,
154 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
158 vg_function_push( (struct vg_cmd
) {
160 .function
= __respawn
,
161 //.poll_suggest = reset_player_poll
164 vg_function_push( (struct vg_cmd
) {
167 //.poll_suggest = reset_player_poll
170 vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" );
171 vg_info(" 2021-2022 |\\ /| | / | | | | /| \n" );
172 vg_info(" | \\ / | +-- / +----- +---' | / | \n" );
173 vg_info(" | \\ / | | / | | \\ | / | \n" );
174 vg_info(" | \\/ | | / | | \\ | / | \n" );
175 vg_info(" ' ' '--' [] '----- '----- ' ' '---' "
178 highscores_init( 2000, 50 );
179 if( !highscores_read() )
180 highscores_create_db();
182 vg_loader_step( NULL
, highscores_save_at_exit
);
185 vg_loader_step( NULL
, steam_end
);
186 vg_loader_step( network_init
, network_end
);
189 VG_STATIC
void load_playermodels(void)
191 vg_linear_clear( vg_mem
.scratch
);
194 * load in other player models. This may need to be more sophisticated in
195 * the futre if we have more of these guys
197 mdl_context ctx_default
,
201 mdl_open( &ctx_default
, "models/ch_new.mdl" );
202 mdl_load_metadata( &ctx_default
, vg_mem
.scratch
);
203 mdl_load_mesh_data( &ctx_default
, vg_mem
.scratch
);
204 mdl_close( &ctx_default
);
206 mdl_open( &ctx_outlaw
, "models/ch_outlaw.mdl" );
207 mdl_load_metadata( &ctx_outlaw
, vg_mem
.scratch
);
208 mdl_load_mesh_data( &ctx_outlaw
, vg_mem
.scratch
);
209 mdl_close( &ctx_outlaw
);
211 mdl_open( &ctx_jordan
, "models/ch_jordan.mdl" );
212 mdl_load_metadata( &ctx_jordan
, vg_mem
.scratch
);
213 mdl_load_mesh_data( &ctx_jordan
, vg_mem
.scratch
);
214 mdl_close( &ctx_jordan
);
216 vg_acquire_thread_sync();
218 mdl_unpack_glmesh( &ctx_default
, &localplayer_meshes
[0] );
219 mdl_unpack_glmesh( &ctx_outlaw
, &localplayer_meshes
[1] );
220 mdl_unpack_glmesh( &ctx_jordan
, &localplayer_meshes
[2] );
222 vg_release_thread_sync();
225 shader_viewchar_register();
226 vg_acquire_thread_sync();
228 vg_tex2d_init( (vg_tex2d
*[]){ &tex_characters
}, 1 );
230 vg_release_thread_sync();
233 VG_STATIC
void vg_load(void)
235 vg_loader_step( render_init
, NULL
);
236 //vg_loader_step( menu_init, NULL );
237 vg_loader_step( world_init
, NULL
);
238 //vg_loader_step( player_init, NULL );
239 //vg_loader_step( vehicle_init, NULL );
241 //vg_loader_step( player_model_init, NULL );
243 /* ----------------- */
244 vg_loader_step( load_playermodels
, NULL
);
247 player_interface_create_player( &localplayer
);
249 player_avatar_load( &localplayer_avatar
, "models/ch_new.mdl" );
250 player_use_avatar( &localplayer
, &localplayer_avatar
);
251 player_use_mesh( &localplayer
, &localplayer_meshes
[0] );
253 player_add_device( &localplayer
, &player_device_walk
);
254 player_add_device( &localplayer
, &player_device_skate
);
255 player_add_device( &localplayer
, &player_device_dead
);
256 player_bind( &localplayer
);
258 /* --------------------- */
261 vg_loader_step( audio_init
, audio_free
);
264 /* 'systems' are completely loaded now */
265 strcpy( world
.world_name
, "maps/mp_mtzero.mdl" );
266 strcpy( world
.world_name
, "maps/mp_gridmap.mdl" );
268 vg_console_load_autos();
271 VG_STATIC
void vg_start(void)
273 __respawn( 1, (const char *[]){ "start" } );
276 VG_STATIC
void draw_origin_axis(void)
278 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 1.0f
, 0.0f
, 0.0f
}, 0xffff0000 );
279 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 0.0f
, 1.0f
, 0.0f
}, 0xff00ff00 );
280 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 0.0f
, 0.0f
, 1.0f
}, 0xff0000ff );
283 VG_STATIC
void vg_update(void)
293 if( !gzoomer
.inside
)
297 player_pre_update( &localplayer
);
298 world_update( localplayer
.rb
.co
);
302 VG_STATIC
void vg_update_fixed(void)
307 if( !gzoomer
.inside
)
308 player_update_fixed();
310 vehicle_update_fixed();
313 player_update( &localplayer
);
317 VG_STATIC
void vg_update_post(void)
328 player_update_post();
332 player_post_update( &localplayer
);
336 vehicle_update_post();
341 VG_STATIC
void vg_framebuffer_resize( int w
, int h
)
346 VG_STATIC
void present_view_with_post_processing(void)
348 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
351 glDisable(GL_DEPTH_TEST
);
352 glBlendFunc(GL_ONE_MINUS_DST_ALPHA
, GL_DST_ALPHA
);
353 glBlendEquation(GL_FUNC_ADD
);
357 shader_blitblur_use();
358 shader_blitblur_uTexMain( 0 );
359 shader_blitblur_uTexMotion( 1 );
360 shader_blitblur_uBlurStrength(cl_blur_strength
/ (vg
.frame_delta
*60.0f
));
363 //v2_muls( (v2f){ 0.04f, 0.001f }, menu_opacity, menu_blurring );
364 v2_muls( (v2f
){ 0.04f
, 0.001f
}, 0.0f
, menu_blurring
);
365 shader_blitblur_uOverrideDir( menu_blurring
);
367 if( cl_view_id
== 0 )
368 render_fb_bind_texture( gpipeline
.fb_main
, 0, 0 );
369 else if( cl_view_id
== 1 )
370 render_fb_bind_texture( gpipeline
.fb_main
, 1, 0 );
372 render_fb_bind_texture( gpipeline
.fb_main
, 0, 0 );
374 render_fb_bind_texture( gpipeline
.fb_main
, 1, 1 );
379 shader_blit_uTexMain( 0 );
380 render_fb_bind_texture( gpipeline
.fb_main
, 0, 0 );
386 VG_STATIC
void render_player_transparent(void)
388 static camera small_cam
; /* DOES NOT NEED TO BE STATIC BUT MINGW
391 m4x3_copy( main_camera
.transform
, small_cam
.transform
);
393 small_cam
.fov
= main_camera
.fov
;
394 small_cam
.nearz
= 0.05f
;
395 small_cam
.farz
= 60.0f
;
397 camera_update_view( &small_cam
);
398 camera_update_projection( &small_cam
);
399 camera_finalize( &small_cam
);
401 /* Draw player to window buffer and blend background ontop */
402 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
403 player_render( &small_cam
, &localplayer
);
406 VG_STATIC
void render_scene(void)
408 render_fb_bind( gpipeline
.fb_main
);
409 glClearColor( 0.0f
, 0.0f
, 0.0f
, 1.0f
);
410 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
|GL_STENCIL_BUFFER_BIT
);
413 glEnable( GL_DEPTH_TEST
);
414 render_world( &main_camera
);
418 int player_transparent
= 1,
421 if( !player_transparent
&& player_draw
)
422 player_render( &main_camera
, &localplayer
);
424 render_water_texture( &main_camera
);
425 render_fb_bind( gpipeline
.fb_main
);
426 render_water_surface( &main_camera
);
427 render_world_gates( &main_camera
);
429 if( player_transparent
&& player_draw
)
430 render_player_transparent();
433 VG_STATIC
void render_menu(void)
435 glClear( GL_DEPTH_BUFFER_BIT
);
437 menu_render( &main_camera
);
441 VG_STATIC
void render_main_game(void)
444 static float fov
= 60.0f
;
445 float fov_target
= vg_lerpf( 90.0f
, 110.0f
, cl_fov
);
447 if( player
.controller
== k_player_controller_skate
)
448 fov_target
= vg_lerpf( 97.0f
, 135.0f
, cl_fov
);
451 fov_target
= menu_fov_target
;
452 fov
= vg_lerpf( fov
, fov_target
, vg
.frame_delta
* 2.0f
);
453 fov
= freecam
? 60.0f
: fov
;
455 main_camera
.fov
= fov
;
458 /* copy camera from player.
459 * TODO: blend with camera from menu */
462 player_pre_render( &localplayer
);
464 v3_copy( localplayer
.cam
.pos
, main_camera
.pos
);
465 v3_copy( localplayer
.cam
.angles
, main_camera
.angles
);
466 main_camera
.fov
= localplayer
.cam
.fov
;
467 main_camera
.nearz
= 0.1f
;
468 main_camera
.farz
= 2100.0f
;
470 camera_update_transform( &main_camera
);
471 camera_update_view( &main_camera
);
472 camera_update_projection( &main_camera
);
473 camera_finalize( &main_camera
);
475 /* ========== Begin Frame ========== */
478 present_view_with_post_processing();
484 render_player_transparent();
488 /* =========== End Frame =========== */
491 VG_STATIC
void vg_render(void)
493 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
495 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
496 glDisable( GL_DEPTH_TEST
);
498 glClearColor( 1.0f
, 0.0f
, 0.0f
, 0.0f
);
499 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
);
505 glDisable( GL_DEPTH_TEST
);
506 vg_lines_drawall( (float *)main_camera
.mtx
.pv
);
507 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
510 VG_STATIC
void run_light_widget( struct light_widget
*lw
);
511 VG_STATIC
void vg_ui(void)
513 player_ui( &localplayer
);
521 vg_uictx
.cursor
[0] = 10;
522 vg_uictx
.cursor
[1] = 10;
523 vg_uictx
.cursor
[2] = 200;
524 vg_uictx
.cursor
[3] = 20;
526 struct ub_world_lighting
*wl
= &gpipeline
.ub_world_lighting
;
527 struct ui_slider_vector
528 s5
= { .min
=0.0f
, .max
=2.0f
, .len
=3, .data
=wl
->g_ambient_colour
};
531 s8
= { .min
=0.0f
, .max
=2.0f
, .data
= &gpipeline
.shadow_spread
},
532 s9
= { .min
=0.0f
, .max
=25.0f
, .data
= &gpipeline
.shadow_length
};
534 for( int i
=0; i
<3; i
++ )
535 run_light_widget( &gpipeline
.widgets
[i
] );
537 ui_text( vg_uictx
.cursor
, "Ambient", 1, 0 );
538 vg_uictx
.cursor
[1] += 16;
539 ui_slider_vector( &s5
);
541 ui_text( vg_uictx
.cursor
, "Shadows", 1, 0 );
542 vg_uictx
.cursor
[1] += 16;
546 ui_text( vg_uictx
.cursor
, "Misc", 1, 0 );
547 vg_uictx
.cursor
[1] += 16;
548 struct ui_checkbox c1
= {.data
= &wl
->g_light_preview
};
551 render_update_lighting_ub();
554 //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
557 render_world_routes_ui();
559 //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
561 audio_debug_soundscapes();
562 render_view_framebuffer_ui();
565 player_physics_gui();
569 VG_STATIC
void run_light_widget( struct light_widget
*lw
)
571 struct ui_checkbox c1
= { .data
=&lw
->enabled
};
577 struct ui_slider_vector
578 colour
= { .min
=0.0f
, .max
=2.0f
, .len
=3, .data
=lw
->colour
},
579 dir
= { .min
=-VG_PIf
, .max
=VG_PIf
, .len
=2, .data
=lw
->dir
};
581 ui_slider_vector( &colour
);
582 vg_uictx
.cursor
[1] += 4;
583 ui_slider_vector( &dir
);
587 VG_STATIC
void run_debug_info(void)
592 snprintf( buf
, 40, "%.2fm/s", v3_length( player
.rb
.v
) );
593 ui_text( (ui_px
[2]){ 0, 0 }, buf
, 1, k_text_align_left
);
595 snprintf( buf
, 40, "%.2f %.2f %.2f m/s",
596 player
.phys
.a
[0], player
.phys
.a
[1], player
.phys
.a
[2] );
597 ui_text( (ui_px
[2]){ 0, 20 }, buf
, 1, k_text_align_left
);
599 snprintf( buf
, 40, "pos %.2f %.2f %.2f",
600 player
.phys
.rb
.co
[0], player
.phys
.rb
.co
[1], player
.phys
.rb
.co
[2] );
601 ui_text( (ui_px
[2]){ 0, 40 }, buf
, 1, k_text_align_left
);
603 if( vg_input
.controller_handle
)
605 for( int i
=0; i
<vg_list_size(vg_input
.controller_axises
); i
++ )
607 snprintf( buf
, 40, "%.2f", vg_input
.controller_axises
[i
] );
608 ui_text( (ui_px
[2]){ 0, (i
+3)*20 }, buf
, 1, k_text_align_left
);
613 ui_text( (ui_px
[2]){ 0, 60 },
614 "Gamepad not ready", 1, k_text_align_left
);