add motion vectors to all shaders
[carveJwlIkooP6JGAAIwe30JlM.git] / skaterift.c
1 /*
2 * =============================================================================
3 *
4 * Copyright . . . -----, ,----- ,---. .---.
5 * 2021-2022 |\ /| | / | | | | /|
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 #include "player.h"
22 #include "network.h"
23 #include "menu.h"
24
25 static int cl_ui = 1,
26 cl_view_id = 0;
27
28 int main( int argc, char *argv[] )
29 {
30 vg_mem.use_libc_malloc = 0;
31 vg_set_mem_quota( 128*1024*1024 );
32 vg_enter( argc, argv, "Voyager Game Engine" );
33
34 return 0;
35 }
36
37 VG_STATIC void highscores_save_at_exit(void)
38 {
39 highscores_serialize_all();
40 }
41
42 VG_STATIC void vg_launch_opt(void)
43 {
44
45 }
46
47 VG_STATIC void vg_preload(void)
48 {
49 g_conf_init();
50
51 vg_convar_push( (struct vg_convar){
52 .name = "cl_ui",
53 .data = &cl_ui,
54 .data_type = k_convar_dtype_i32,
55 .opt_i32 = { .min=0, .max=1, .clamp=1 },
56 .persistent = 0
57 });
58
59 vg_convar_push( (struct vg_convar){
60 .name = "cl_view_id",
61 .data = &cl_view_id,
62 .data_type = k_convar_dtype_i32,
63 .opt_i32 = { .min=0, .max=1, .clamp=1 },
64 .persistent = 0
65 });
66
67 vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" );
68 vg_info(" 2021-2022 |\\ /| | / | | | | /| \n" );
69 vg_info(" | \\ / | +-- / +----- +---' | / | \n" );
70 vg_info(" | \\ / | | / | | \\ | / | \n" );
71 vg_info(" | \\/ | | / | | \\ | / | \n" );
72 vg_info(" ' ' '--' [] '----- '----- ' ' '---' "
73 "SOFTWARE\n" );
74
75 highscores_init( 2000, 50 );
76 if( !highscores_read() )
77 highscores_create_db();
78
79 vg_loader_step( NULL, highscores_save_at_exit );
80
81 steam_init();
82 vg_loader_step( NULL, steam_end );
83 vg_loader_step( network_init, network_end );
84 }
85
86 VG_STATIC void vg_load(void)
87 {
88 vg_loader_step( render_init, NULL );
89 vg_loader_step( menu_init, NULL );
90 vg_loader_step( world_init, NULL );
91 vg_loader_step( player_init, NULL );
92
93 vg_bake_shaders();
94 vg_loader_step( audio_init, audio_free );
95 world_audio_init();
96
97 /* 'systems' are completely loaded now */
98 strcpy( world.world_name, "maps/mp_mtzero.mdl" );
99 strcpy( world.world_name, "maps/mp_gridmap.mdl" );
100 world_load();
101 vg_console_load_autos();
102 }
103
104 VG_STATIC void vg_start(void)
105 {
106 reset_player( 1, (const char *[]){ "start" } );
107 }
108
109 VG_STATIC void draw_origin_axis(void)
110 {
111 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 1.0f, 0.0f, 0.0f }, 0xffff0000 );
112 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 1.0f, 0.0f }, 0xff00ff00 );
113 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 0.0f, 1.0f }, 0xff0000ff );
114 }
115
116 VG_STATIC void vg_update(void)
117 {
118 steam_update();
119
120 if( vg.is_loaded )
121 {
122 draw_origin_axis();
123 network_update();
124
125 player_update_pre();
126 world_update( player.phys.rb.co );
127 }
128 }
129
130 VG_STATIC void vg_update_fixed(void)
131 {
132 if( vg.is_loaded )
133 {
134 player_update_fixed();
135 }
136 }
137
138 VG_STATIC void vg_update_post(void)
139 {
140 if( vg.is_loaded )
141 {
142 player_update_post();
143 menu_update();
144 }
145 }
146
147 VG_STATIC void vg_framebuffer_resize( int w, int h )
148 {
149 render_fb_resize();
150 water_fb_resize();
151 }
152
153 VG_STATIC void present_view_with_post_processing(void)
154 {
155 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
156
157 glEnable(GL_BLEND);
158 glDisable(GL_DEPTH_TEST);
159 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
160 glBlendEquation(GL_FUNC_ADD);
161
162 shader_blitblur_use();
163 shader_blitblur_uTexMain( 0 );
164 shader_blitblur_uTexMotion( 1 );
165 shader_blitblur_uBlurStrength( cl_blur_strength );
166 glActiveTexture( GL_TEXTURE0 );
167
168 if( cl_view_id == 0 )
169 glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background );
170 else if( cl_view_id == 1 )
171 glBindTexture( GL_TEXTURE_2D, gpipeline.mv_background );
172 else
173 glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background );
174
175 glActiveTexture( GL_TEXTURE1 );
176 glBindTexture( GL_TEXTURE_2D, gpipeline.mv_background );
177
178 render_fsquad();
179 }
180
181 VG_STATIC void render_scene(void)
182 {
183 glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_background );
184 glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
185 glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
186
187 /* Draw world */
188 glEnable( GL_DEPTH_TEST );
189
190 render_world( &main_camera );
191 render_water_texture( &main_camera );
192 glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_background );
193 render_water_surface( &main_camera );
194 render_world_gates( &main_camera );
195 }
196
197 VG_STATIC void render_menu(void)
198 {
199 glClear( GL_DEPTH_BUFFER_BIT );
200 menu_render( &main_camera );
201 }
202
203 VG_STATIC void render_player_into_world(void)
204 {
205 glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_background );
206 draw_player( &main_camera );
207 }
208
209 VG_STATIC void render_player_transparent(void)
210 {
211 camera small_cam;
212 m4x3_copy( main_camera.transform, small_cam.transform );
213
214 small_cam.fov = main_camera.fov;
215 small_cam.nearz = 0.05f;
216 small_cam.farz = 60.0f;
217
218 camera_update_view( &small_cam );
219 camera_update_projection( &small_cam );
220 camera_finalize( &small_cam );
221
222 /* Draw player to window buffer and blend background ontop */
223
224 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
225 draw_player( &small_cam );
226 }
227
228 VG_STATIC void render_main_game(void)
229 {
230 static float fov = 60.0f;
231 float fov_target = vg_lerpf( 90.0f, 110.0f, cl_fov );
232 if( player.phys.on_board )
233 fov_target = vg_lerpf( 97.0f, 135.0f, cl_fov );
234 if( cl_menu )
235 fov_target = menu_fov_target;
236 fov = vg_lerpf( fov, fov_target, vg.frame_delta * 2.0f );
237 fov = freecam? 60.0f: fov;
238
239 main_camera.fov = fov;
240 main_camera.nearz = 0.1f;
241 main_camera.farz = 2100.0f;
242
243 camera_update_view( &main_camera );
244 camera_update_projection( &main_camera );
245 camera_finalize( &main_camera );
246
247 /* ========== Begin Frame ========== */
248
249 render_scene();
250
251 if( !cl_menu )
252 {
253 if( player.is_dead | freecam )
254 render_player_into_world();
255 else
256 render_player_transparent();
257 }
258
259 present_view_with_post_processing();
260
261 if( cl_menu )
262 {
263 render_menu();
264 render_player_transparent();
265 }
266
267 /* =========== End Frame =========== */
268 }
269
270 VG_STATIC void vg_render(void)
271 {
272 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
273
274 glViewport( 0,0, vg.window_x, vg.window_y );
275 glDisable( GL_DEPTH_TEST );
276
277 glClearColor( 1.0f, 0.0f, 0.0f, 0.0f );
278 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
279
280 render_main_game();
281
282 /* Other shite */
283 glDisable(GL_BLEND);
284 glDisable( GL_DEPTH_TEST );
285 vg_lines_drawall( (float *)main_camera.mtx.pv );
286 glViewport( 0,0, vg.window_x, vg.window_y );
287 }
288
289 VG_STATIC void vg_ui(void)
290 {
291 menu_crap_ui();
292
293 #if 0
294 if( lightedit )
295 {
296 ui_global_ctx.cursor[0] = 10;
297 ui_global_ctx.cursor[1] = 10;
298 ui_global_ctx.cursor[2] = 200;
299 ui_global_ctx.cursor[3] = 20;
300
301 struct ub_world_lighting *wl = &gpipeline.ub_world_lighting;
302 struct ui_slider_vector
303 s5 = { .min=0.0f, .max=2.0f, .len=3, .data=wl->g_ambient_colour };
304
305 struct ui_slider
306 s8 = { .min=0.0f, .max=2.0f, .data = &gpipeline.shadow_spread },
307 s9 = { .min=0.0f, .max=25.0f, .data = &gpipeline.shadow_length };
308
309 for( int i=0; i<3; i++ )
310 run_light_widget( &gpipeline.widgets[i] );
311
312 gui_text( ui_global_ctx.cursor, "Ambient", 1, 0 );
313 ui_global_ctx.cursor[1] += 16;
314 ui_slider_vector( &ui_global_ctx, &s5 );
315
316 gui_text( ui_global_ctx.cursor, "Shadows", 1, 0 );
317 ui_global_ctx.cursor[1] += 16;
318 ui_slider( &ui_global_ctx, &s8 );
319 ui_slider( &ui_global_ctx, &s9 );
320
321 gui_text( ui_global_ctx.cursor, "Misc", 1, 0 );
322 ui_global_ctx.cursor[1] += 16;
323 struct ui_checkbox c1 = {.data = &wl->g_light_preview};
324 ui_checkbox( &ui_global_ctx, &c1 );
325
326 render_update_lighting_ub();
327 }
328 #endif
329
330 //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
331 if( cl_ui )
332 {
333 render_world_routes_ui();
334 }
335 //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
336
337 audio_debug_soundscapes();
338 }
339
340 #if 0
341 VG_STATIC void run_light_widget( struct light_widget *lw )
342 {
343 struct ui_checkbox c1 = { .data=&lw->enabled };
344
345 ui_checkbox( &ui_global_ctx, &c1 );
346
347 if( lw->enabled )
348 {
349 struct ui_slider_vector
350 colour = { .min=0.0f, .max=2.0f, .len=3, .data=lw->colour },
351 dir = { .min=-VG_PIf, .max=VG_PIf, .len=2, .data=lw->dir };
352
353 ui_slider_vector( &ui_global_ctx, &colour );
354 ui_global_ctx.cursor[1] += 4;
355 ui_slider_vector( &ui_global_ctx, &dir );
356 }
357 }
358 #endif
359
360 VG_STATIC void run_debug_info(void)
361 {
362 char buf[40];
363
364 snprintf( buf, 40, "%.2fm/s", v3_length( player.phys.rb.v ) );
365 ui_text( (ui_px [2]){ 0, 0 }, buf, 1, k_text_align_left );
366
367 snprintf( buf, 40, "%.2f %.2f %.2f m/s",
368 player.phys.a[0], player.phys.a[1], player.phys.a[2] );
369 ui_text( (ui_px [2]){ 0, 20 }, buf, 1, k_text_align_left );
370
371 snprintf( buf, 40, "pos %.2f %.2f %.2f",
372 player.phys.rb.co[0], player.phys.rb.co[1], player.phys.rb.co[2] );
373 ui_text( (ui_px [2]){ 0, 40 }, buf, 1, k_text_align_left );
374
375 if( vg_input.controller_handle )
376 {
377 for( int i=0; i<vg_list_size(vg_input.controller_axises); i++ )
378 {
379 snprintf( buf, 40, "%.2f", vg_input.controller_axises[i] );
380 ui_text( (ui_px [2]){ 0, (i+3)*20 }, buf, 1, k_text_align_left );
381 }
382 }
383 else
384 {
385 ui_text( (ui_px [2]){ 0, 60 },
386 "Gamepad not ready", 1, k_text_align_left );
387 }
388 }