update vg
[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 //#define VG_DEVWINDOW
16 #include "common.h"
17 #include "conf.h"
18 #include "steam.h"
19 #include "render.h"
20 #include "audio.h"
21 #include "world.h"
22 #include "font.h"
23 #include "player.h"
24
25 VG_STATIC struct player_avatar localplayer_avatar;
26 VG_STATIC glmesh localplayer_meshes[3];
27 vg_tex2d localplayer_texture = { .path = "textures/ch_gradient.qoi" };
28
29 #include "network.h"
30 #include "menu.h"
31 #include "vehicle.h"
32
33 #define DEV_AARON
34 #ifdef DEV_AARON
35 static rb_object aaron={
36 .type=k_rb_shape_box,
37 .rb.bbx = {{ -2.0f, -1.0f, -1.0f }, { 2.0f, 1.0f, 1.0f }}
38 };
39 #endif
40
41 int main( int argc, char *argv[] )
42 {
43 vg_mem.use_libc_malloc = 0;
44 vg_set_mem_quota( 160*1024*1024 );
45 vg_enter( argc, argv, "Voyager Game Engine" );
46 return 0;
47 }
48
49 VG_STATIC void highscores_save_at_exit(void)
50 {
51 highscores_serialize_all();
52 }
53
54 VG_STATIC void vg_launch_opt(void)
55 {
56 }
57
58 VG_STATIC void vg_preload(void)
59 {
60 g_conf_init();
61
62 vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" );
63 vg_info(" 2021-2023 |\\ /| | / | | | | /| \n" );
64 vg_info(" | \\ / | +-- / +----- +---' | / | \n" );
65 vg_info(" | \\ / | | / | | \\ | / | \n" );
66 vg_info(" | \\/ | | / | | \\ | / | \n" );
67 vg_info(" ' ' '--' [] '----- '----- ' ' '---' "
68 "SOFTWARE\n" );
69
70 highscores_init( 2000, 50 );
71 if( !highscores_read() )
72 highscores_create_db();
73
74 vg_loader_step( NULL, highscores_save_at_exit );
75
76 steam_init();
77 vg_loader_step( NULL, steam_end );
78 vg_loader_step( network_init, network_end );
79
80 #ifdef DEV_AARON
81 q_identity( aaron.rb.q );
82 v3_zero( aaron.rb.w );
83 v3_zero( aaron.rb.co );
84 v3_zero( aaron.rb.v );
85 rb_init_object( &aaron );
86 #endif
87 }
88
89 VG_STATIC void load_playermodels(void)
90 {
91 vg_linear_clear( vg_mem.scratch );
92
93 /*
94 * load in other player models. This may need to be more sophisticated in
95 * the futre if we have more of these guys
96 */
97 mdl_context ctx_default,
98 ctx_outlaw,
99 ctx_jordan;
100
101 mdl_open( &ctx_default, "models/ch_new.mdl", vg_mem.scratch );
102 mdl_load_metadata_block( &ctx_default, vg_mem.scratch );
103 mdl_load_mesh_block( &ctx_default, vg_mem.scratch );
104 mdl_close( &ctx_default );
105
106 mdl_open( &ctx_outlaw, "models/ch_outlaw.mdl", vg_mem.scratch );
107 mdl_load_metadata_block( &ctx_outlaw, vg_mem.scratch );
108 mdl_load_mesh_block( &ctx_outlaw, vg_mem.scratch );
109 mdl_close( &ctx_outlaw );
110
111 mdl_open( &ctx_jordan, "models/ch_jordan.mdl", vg_mem.scratch );
112 mdl_load_metadata_block( &ctx_jordan, vg_mem.scratch );
113 mdl_load_mesh_block( &ctx_jordan, vg_mem.scratch );
114 mdl_close( &ctx_jordan );
115
116 vg_acquire_thread_sync();
117 {
118 mdl_unpack_glmesh( &ctx_default, &localplayer_meshes[0] );
119 mdl_unpack_glmesh( &ctx_outlaw, &localplayer_meshes[1] );
120 mdl_unpack_glmesh( &ctx_jordan, &localplayer_meshes[2] );
121 }
122 vg_release_thread_sync();
123
124 /* FIXME: hack */
125 shader_model_character_view_register();
126 vg_acquire_thread_sync();
127 {
128 vg_tex2d_init( (vg_tex2d *[]){ &localplayer_texture }, 1 );
129 }
130 vg_release_thread_sync();
131 }
132
133 void temp_update_playermodel(void){
134 player__use_mesh( &localplayer, &localplayer_meshes[cl_playermdl_id] );
135 }
136
137 VG_STATIC void vg_load(void)
138 {
139 vg_loader_step( render_init, NULL );
140 vg_loader_step( menu_init, NULL );
141 vg_loader_step( world_init, NULL );
142 vg_loader_step( vehicle_init, NULL );
143 vg_loader_step( font3d_init, NULL );
144
145 font3d_load( &world_global.font, "models/rs_font.mdl", vg_mem.rtmemory );
146
147 vg_loader_step( player_init, NULL );
148 vg_loader_step( player_ragdoll_init, NULL );
149
150 /* ----------------- */
151 vg_loader_step( load_playermodels, NULL );
152
153 /* player setup */
154 player__create( &localplayer );
155 player_avatar_load( &localplayer_avatar, "models/ch_new.mdl" );
156 player__use_avatar( &localplayer, &localplayer_avatar );
157 player__use_mesh( &localplayer, &localplayer_meshes[cl_playermdl_id] );
158 player__use_texture( &localplayer, &localplayer_texture );
159 player__bind( &localplayer );
160
161 /* --------------------- */
162
163 vg_bake_shaders();
164 vg_loader_step( audio_init, audio_free );
165
166 /* 'systems' are completely loaded now */
167
168 /* load home world */
169 #if 0
170 world_load( 0, "maps/mp_spawn.mdl" );
171 #endif
172
173 world_load( 0, "maps/mp_mtzero.mdl" );
174
175 #if 0
176 world_load( &world_global.worlds[1], "maps/mp_gridmap.mdl" );
177 world_link_nonlocal_gates( 0, 1 );
178 world_load( &world_global.worlds[2], "maps/mp_mtzero.mdl" );
179 world_link_nonlocal_gates( 0, 2 );
180 #endif
181
182 vg_console_load_autos();
183 }
184
185 VG_STATIC void vg_start(void)
186 {
187 localplayer.viewable_world = get_active_world();
188 localplayer_cmd_respawn( 1, (const char *[]){ "start" } );
189 }
190
191 VG_STATIC void draw_origin_axis(void)
192 {
193 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 1.0f, 0.0f, 0.0f }, 0xffff0000 );
194 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 1.0f, 0.0f }, 0xff00ff00 );
195 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 0.0f, 1.0f }, 0xff0000ff );
196 }
197
198 VG_STATIC void vg_update(void)
199 {
200 steam_update();
201
202 if( vg.is_loaded ){
203 draw_origin_axis();
204 network_update();
205
206 player__pre_update( &localplayer );
207
208 world_update( get_active_world(), localplayer.rb.co );
209 audio_ambient_sprites_update( get_active_world(), localplayer.rb.co );
210 }
211 }
212
213 VG_STATIC void vg_update_fixed(void)
214 {
215 if( vg.is_loaded ){
216 world_routes_fixedupdate( get_active_world() );
217
218 player__update( &localplayer );
219 vehicle_update_fixed();
220
221 #ifdef DEV_AARON
222 world_instance *world = get_active_world();
223 rb_solver_reset();
224 rb_ct *buf = rb_global_buffer();
225
226 int l = rb_box__scene( aaron.rb.to_world, aaron.rb.bbx,
227 NULL, &world->rb_geo.inf.scene, buf );
228 for( int j=0; j<l; j++ ){
229 buf[j].rba = &aaron.rb;
230 buf[j].rbb = &world->rb_geo.rb;
231 }
232 rb_contact_count += l;
233 rb_presolve_contacts( rb_contact_buffer, rb_contact_count );
234
235 for( int j=0; j<8; j++ ){
236 rb_solve_contacts( rb_contact_buffer, rb_contact_count );
237 }
238
239 rb_iter( &aaron.rb );
240 rb_update_transform( &aaron.rb );
241 #endif
242
243 }
244 }
245
246 VG_STATIC void vg_update_post(void)
247 {
248 if( vg.is_loaded ){
249 player__post_update( &localplayer );
250
251 float dist;
252 int sample_index;
253 world_audio_sample_distances( localplayer.rb.co, &sample_index, &dist );
254
255 audio_lock();
256 vg_dsp.echo_distances[sample_index] = dist;
257
258 v3f ears = { 1.0f,0.0f,0.0f };
259 m3x3_mulv( main_camera.transform, ears, ears );
260 v3_copy( ears, vg_audio.external_listener_ears );
261 v3_copy( main_camera.transform[3], vg_audio.external_listener_pos );
262
263 if( localplayer.gate_waiting ){
264 m4x3_mulv( localplayer.gate_waiting->transport,
265 vg_audio.external_listener_pos,
266 vg_audio.external_listener_pos );
267 }
268
269 v3_copy( localplayer.rb.v, vg_audio.external_lister_velocity );
270 audio_unlock();
271
272 menu_update();
273 vehicle_update_post();
274
275 #ifdef DEV_AARON
276 SDL_Scancode sc = SDL_GetScancodeFromKey( SDLK_q );
277 if( vg_input.sdl_keys[sc] ){
278 m4x3_mulv( main_camera.transform, (v3f){0.0f,0.0f,-3.0f},
279 aaron.rb.co );
280
281 v3_zero( aaron.rb.v );
282 v3_zero( aaron.rb.w );
283 rb_update_transform( &aaron.rb );
284 }
285
286 rb_object_debug( &aaron, VG__PINK );
287 #endif
288 }
289 }
290
291 VG_STATIC void vg_framebuffer_resize( int w, int h )
292 {
293 render_fb_resize();
294 }
295
296 VG_STATIC void present_view_with_post_processing(void)
297 {
298 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
299 glViewport( 0,0, vg.window_x, vg.window_y );
300
301 glEnable(GL_BLEND);
302 glDisable(GL_DEPTH_TEST);
303 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
304 glBlendEquation(GL_FUNC_ADD);
305
306 v2f inverse;
307 render_fb_inverse_ratio( gpipeline.fb_main, inverse );
308
309 if( cl_blur ){
310 shader_blitblur_use();
311 shader_blitblur_uTexMain( 0 );
312 shader_blitblur_uTexMotion( 1 );
313 shader_blitblur_uBlurStrength( cl_blur_strength /
314 (vg.time_frame_delta*60.0) );
315 shader_blitblur_uInverseRatio( inverse );
316
317 v2f menu_blurring;
318 v2_muls( (v2f){ 0.04f, 0.001f }, menu_opacity, menu_blurring );
319 shader_blitblur_uOverrideDir( menu_blurring );
320
321 render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
322 render_fb_bind_texture( gpipeline.fb_main, 1, 1 );
323 }
324 else{
325 shader_blit_use();
326 shader_blit_uTexMain( 0 );
327 shader_blit_uInverseRatio( inverse );
328 render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
329 }
330
331 render_fsquad();
332 }
333
334 VG_STATIC void render_player_transparent(void)
335 {
336 static camera small_cam; /* DOES NOT NEED TO BE STATIC BUT MINGW
337 SAIS OTHERWISE */
338
339 m4x3_copy( main_camera.transform, small_cam.transform );
340
341 small_cam.fov = main_camera.fov;
342 small_cam.nearz = 0.05f;
343 small_cam.farz = 60.0f;
344
345 camera_update_view( &small_cam );
346 camera_update_projection( &small_cam );
347 camera_finalize( &small_cam );
348
349 /* Draw player to window buffer and blend background ontop */
350 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
351 glViewport( 0,0, vg.window_x, vg.window_y );
352 player__render( &small_cam, &localplayer );
353 }
354
355 VG_STATIC void render_scene(void)
356 {
357 render_fb_bind( gpipeline.fb_main, 1 );
358 glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
359 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
360
361 /* Draw world */
362 glEnable( GL_DEPTH_TEST );
363
364 world_instance *view_world = localplayer.viewable_world;
365
366 if( view_world == NULL ){
367 glClearColor( 0.25f, 0.25f, 0.0f, 1.0f );
368 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
369 return;
370 }
371
372 world_prerender( view_world );
373 render_world( view_world, &main_camera, 0 );
374
375 render_water_texture( view_world, &main_camera, 0 );
376 render_fb_bind( gpipeline.fb_main, 1 );
377 render_water_surface( view_world, &main_camera );
378 }
379
380 VG_STATIC void render_scene_gate_subview(void)
381 {
382 render_fb_bind( gpipeline.fb_main, 1 );
383 world_instance *view_world = localplayer.viewable_world;
384
385 int depth = 1;
386 if( localplayer.gate_waiting ) depth = 0;
387 render_world_gates( view_world, &main_camera, depth );
388 }
389
390 VG_STATIC void render_main_game(void)
391 {
392 #if 0
393 static float fov = 60.0f;
394 float fov_target = vg_lerpf( 90.0f, 110.0f, cl_fov );
395
396 if( player.controller == k_player_controller_skate )
397 fov_target = vg_lerpf( 97.0f, 135.0f, cl_fov );
398
399 if( cl_menu )
400 fov_target = menu_fov_target;
401 fov = vg_lerpf( fov, fov_target, vg.frame_delta * 2.0f );
402 fov = freecam? 60.0f: fov;
403
404 main_camera.fov = fov;
405 #endif
406
407 player__pre_render( &localplayer );
408
409 v3_lerp( localplayer.cam.pos, menu_camera_pos, menu_opacity,
410 main_camera.pos );
411 main_camera.angles[0] =
412 vg_alerpf( localplayer.cam.angles[0], menu_camera_angles[0],
413 menu_opacity );
414 main_camera.angles[1] =
415 vg_lerpf ( localplayer.cam.angles[1], menu_camera_angles[1],
416 menu_opacity );
417
418 main_camera.fov = vg_lerpf( localplayer.cam.fov, menu_smooth_fov,
419 menu_opacity );
420 main_camera.nearz = 0.1f;
421 main_camera.farz = 2100.0f;
422
423 camera_update_transform( &main_camera );
424
425 if( localplayer.gate_waiting ){
426 m3x3_mul( localplayer.basis_gate, main_camera.transform,
427 main_camera.transform );
428 }
429 else{
430 m3x3_mul( localplayer.basis, main_camera.transform,
431 main_camera.transform );
432 }
433
434 camera_update_view( &main_camera );
435 camera_update_projection( &main_camera );
436 camera_finalize( &main_camera );
437
438 /* ========== Begin Frame ========== */
439
440 render_scene();
441
442 if( cl_menu ) {
443 //glClear( GL_DEPTH_BUFFER_BIT );
444 menu_render_bg();
445 glEnable( GL_DEPTH_TEST );
446 }
447
448 render_player_transparent();
449 render_scene_gate_subview();
450
451 present_view_with_post_processing();
452
453 if( cl_menu )
454 menu_render_fg( &main_camera );
455
456 /* =========== End Frame =========== */
457 }
458
459 VG_STATIC void vg_render(void)
460 {
461 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
462
463 glViewport( 0,0, vg.window_x, vg.window_y );
464 glDisable( GL_DEPTH_TEST );
465
466 glClearColor( 1.0f, 0.0f, 0.0f, 0.0f );
467 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
468
469 render_main_game();
470
471 m4x4_copy( main_camera.mtx.pv, vg.pv );
472
473 /* Other shite */
474 glDisable(GL_BLEND);
475 glDisable(GL_DEPTH_TEST);
476 vg_lines_drawall();
477 glViewport( 0,0, vg.window_x, vg.window_y );
478 }
479
480 VG_STATIC void vg_ui(void)
481 {
482 #if 0
483 player__im_gui( &localplayer );
484 #endif
485 world_instance *world = get_active_world();
486 menu_crap_ui();
487
488 render_view_framebuffer_ui();
489 }