2 * =============================================================================
4 * Copyright . . . -----, ,----- ,---. .---.
5 * 2021-2023 |\ /| | / | | | | /|
6 * | \ / | +-- / +----- +---' | / |
7 * | \ / | | / | | \ | / |
8 * | \/ | | / | | \ | / |
9 * ' ' '--' [] '----- '----- ' ' '---' SOFTWARE
11 * =============================================================================
21 * --------------------- */
37 #include "pointcloud.h"
40 * ----------------- */
49 static struct player_avatar localplayer_avatar
;
50 static struct player_model localplayer_models
[3];
52 int main( int argc
, char *argv
[] )
54 vg_mem
.use_libc_malloc
= 0;
55 vg_set_mem_quota( 160*1024*1024 );
56 vg_enter( argc
, argv
, "Voyager Game Engine" );
60 VG_STATIC
void highscores_save_at_exit(void)
62 highscores_serialize_all();
65 VG_STATIC
void vg_launch_opt(void)
69 VG_STATIC
void vg_preload(void)
73 vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" );
74 vg_info(" 2021-2023 |\\ /| | / | | | | /| \n" );
75 vg_info(" | \\ / | +-- / +----- +---' | / | \n" );
76 vg_info(" | \\ / | | / | | \\ | / | \n" );
77 vg_info(" | \\/ | | / | | \\ | / | \n" );
78 vg_info(" ' ' '--' [] '----- '----- ' ' '---' "
81 highscores_init( 2000, 50 );
82 if( !highscores_read() )
83 highscores_create_db();
85 vg_loader_step( NULL
, highscores_save_at_exit
);
88 vg_loader_step( NULL
, steam_end
);
89 vg_loader_step( network_init
, network_end
);
92 VG_STATIC
void load_playermodels(void)
94 player_model_load( &localplayer_models
[0], "models/ch_new.mdl" );
95 player_model_load( &localplayer_models
[1], "models/ch_outlaw.mdl" );
96 player_model_load( &localplayer_models
[2], "models/ch_jordan.mdl" );
99 shader_model_character_view_register();
100 shader_model_board_view_register();
101 shader_model_entity_register();
104 void temp_update_playermodel(void){
105 player__use_model( &localplayer
, &localplayer_models
[cl_playermdl_id
] );
108 VG_STATIC
void async_skaterift_complete( void *payload
, u32 size
)
110 localplayer
.viewable_world
= world_current_instance();
111 localplayer_cmd_respawn( 1, (const char *[]){ "start" } );
116 VG_STATIC
void vg_load(void)
118 vg_console_reg_cmd( "changeworld", skaterift_change_world_command
, NULL
);
120 vg_loader_step( render_init
, NULL
);
121 vg_loader_step( menu_init
, NULL
);
122 vg_loader_step( pointcloud_init
, NULL
);
123 vg_loader_step( world_init
, NULL
);
124 vg_loader_step( vehicle_init
, NULL
);
125 vg_loader_step( font3d_init
, NULL
);
126 vg_loader_step( gui_init
, NULL
);
128 vg_loader_step( player_init
, NULL
);
129 vg_loader_step( player_ragdoll_init
, NULL
);
132 vg_loader_step( addon_system_init
, NULL
);
133 vg_loader_step( workshop_init
, NULL
);
134 vg_loader_step( skateshop_init
, NULL
);
136 /* ----------------- */
137 vg_loader_step( load_playermodels
, NULL
);
140 player__create( &localplayer
);
141 player_avatar_load( &localplayer_avatar
, "models/ch_new.mdl" );
142 player__use_avatar( &localplayer
, &localplayer_avatar
);
143 player__use_model( &localplayer
, &localplayer_models
[cl_playermdl_id
] );
144 player__bind( &localplayer
);
146 /* --------------------- */
149 vg_loader_step( audio_init
, audio_free
);
151 /* 'systems' are completely loaded now */
153 /* load home/permanent world manually */
154 strcpy( world_loader
.name
, "mp_spawn" );
155 world_loader
.generate_point_cloud
= 1;
156 world_loader
.world_index
= 0;
157 world_loader
.location
= k_world_load_type_local
;
158 world_load_mdl( "maps/mp_spawn/main.mdl" );
160 vg_console_load_autos();
163 vg_async_call( async_skaterift_complete
, NULL
, 0 );
166 VG_STATIC
void draw_origin_axis(void)
168 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 1.0f
, 0.0f
, 0.0f
}, 0xffff0000 );
169 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 0.0f
, 1.0f
, 0.0f
}, 0xff00ff00 );
170 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 0.0f
, 0.0f
, 1.0f
}, 0xff0000ff );
173 static void skaterift_change_world_preupdate(void);
174 VG_STATIC
void vg_update(void)
177 skaterift_preupdate_inputs();
178 if( skaterift
.async_op
== k_async_op_clientloading
) return;
179 if( skaterift
.async_op
== k_async_op_world_preloading
){
180 skaterift_change_world_preupdate();
186 player__pre_update( &localplayer
);
187 global_skateshop_preupdate();
189 world_update( world_current_instance(), localplayer
.rb
.co
);
190 audio_ambient_sprites_update( world_current_instance(), localplayer
.rb
.co
);
191 //gui_helper_action( localplayer.input_use, "\x7f Hello \x1f""A \x1e\x84" );
194 VG_STATIC
void vg_update_fixed(void)
196 if( skaterift
.async_op
== k_async_op_clientloading
) return;
198 world_routes_fixedupdate( world_current_instance() );
199 player__update( &localplayer
);
200 vehicle_update_fixed();
203 VG_STATIC
void vg_update_post(void)
205 if( skaterift
.async_op
== k_async_op_clientloading
) return;
207 player__post_update( &localplayer
);
211 world_audio_sample_distances( localplayer
.rb
.co
, &sample_index
, &dist
);
214 vg_dsp
.echo_distances
[sample_index
] = dist
;
216 v3f ears
= { 1.0f
,0.0f
,0.0f
};
217 m3x3_mulv( main_camera
.transform
, ears
, ears
);
218 v3_copy( ears
, vg_audio
.external_listener_ears
);
219 v3_copy( main_camera
.transform
[3], vg_audio
.external_listener_pos
);
221 if( localplayer
.gate_waiting
){
222 m4x3_mulv( localplayer
.gate_waiting
->transport
,
223 vg_audio
.external_listener_pos
,
224 vg_audio
.external_listener_pos
);
227 v3_copy( localplayer
.rb
.v
, vg_audio
.external_lister_velocity
);
230 vg
.time_rate
= 1.0f
-menu
.factive
;
231 vehicle_update_post();
234 VG_STATIC
void vg_framebuffer_resize( int w
, int h
)
239 VG_STATIC
void present_view_with_post_processing(void)
241 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
242 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
245 glDisable(GL_DEPTH_TEST
);
246 glBlendFunc(GL_ONE_MINUS_DST_ALPHA
, GL_DST_ALPHA
);
247 glBlendEquation(GL_FUNC_ADD
);
250 render_fb_inverse_ratio( gpipeline
.fb_main
, inverse
);
253 shader_blitblur_use();
254 shader_blitblur_uTexMain( 0 );
255 shader_blitblur_uTexMotion( 1 );
256 shader_blitblur_uBlurStrength( cl_blur_strength
/
257 (vg
.time_frame_delta
*60.0) );
258 shader_blitblur_uInverseRatio( inverse
);
261 v2_muls( (v2f
){ 0.04f
, 0.001f
}, menu
.factive
, menu_blurring
);
262 shader_blitblur_uOverrideDir( menu_blurring
);
264 render_fb_bind_texture( gpipeline
.fb_main
, 0, 0 );
265 render_fb_bind_texture( gpipeline
.fb_main
, 1, 1 );
269 shader_blit_uTexMain( 0 );
270 shader_blit_uInverseRatio( inverse
);
271 render_fb_bind_texture( gpipeline
.fb_main
, 0, 0 );
277 VG_STATIC
void render_player_transparent(void)
279 static camera small_cam
; /* DOES NOT NEED TO BE STATIC BUT MINGW
282 m4x3_copy( main_camera
.transform
, small_cam
.transform
);
284 small_cam
.fov
= main_camera
.fov
;
285 small_cam
.nearz
= 0.05f
;
286 small_cam
.farz
= 60.0f
;
288 camera_update_view( &small_cam
);
289 camera_update_projection( &small_cam
);
290 camera_finalize( &small_cam
);
292 /* Draw player to window buffer and blend background ontop */
293 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
294 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
295 player__render( &small_cam
, &localplayer
);
298 VG_STATIC
void render_scene(void)
300 render_fb_bind( gpipeline
.fb_main
, 1 );
301 glClearColor( 0.0f
, 0.0f
, 0.0f
, 1.0f
);
302 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
|GL_STENCIL_BUFFER_BIT
);
305 glEnable( GL_DEPTH_TEST
);
307 world_instance
*view_world
= localplayer
.viewable_world
;
309 if( view_world
== NULL
){
310 glClearColor( 0.25f
, 0.25f
, 0.0f
, 1.0f
);
311 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
|GL_STENCIL_BUFFER_BIT
);
315 for( u32 i
=0; i
<vg_list_size(world_static
.worlds
); i
++ ){
316 if( world_static
.worlds
[i
].status
== k_world_status_loaded
){
317 world_prerender( &world_static
.worlds
[i
] );
321 render_world( view_world
, &main_camera
, 0 );
323 render_water_texture( view_world
, &main_camera
, 0 );
324 render_fb_bind( gpipeline
.fb_main
, 1 );
325 render_water_surface( view_world
, &main_camera
);
328 VG_STATIC
void render_scene_gate_subview(void)
330 render_fb_bind( gpipeline
.fb_main
, 1 );
331 world_instance
*view_world
= localplayer
.viewable_world
;
334 if( localplayer
.gate_waiting
) depth
= 0;
335 render_world_gates( view_world
, &main_camera
, depth
);
338 VG_STATIC
void render_main_game(void)
340 player__pre_render( &localplayer
);
341 main_camera
.fov
= localplayer
.cam
.fov
;
342 v3_copy( localplayer
.cam
.pos
, main_camera
.pos
);
343 v3_copy( localplayer
.cam
.angles
, main_camera
.angles
);
345 main_camera
.nearz
= 0.1f
;
346 main_camera
.farz
= 2100.0f
;
348 camera_update_transform( &main_camera
);
350 if( localplayer
.gate_waiting
){
351 m3x3_mul( localplayer
.basis_gate
, main_camera
.transform
,
352 main_camera
.transform
);
355 m3x3_mul( localplayer
.basis
, main_camera
.transform
,
356 main_camera
.transform
);
359 camera_update_view( &main_camera
);
360 camera_update_projection( &main_camera
);
361 camera_finalize( &main_camera
);
363 /* ========== Begin Frame ========== */
367 glEnable( GL_DEPTH_TEST
);
369 render_player_transparent();
370 render_scene_gate_subview();
372 present_view_with_post_processing();
373 /* =========== End Frame =========== */
376 VG_STATIC
void vg_render(void)
378 if( skaterift
.async_op
== k_async_op_clientloading
){
383 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
385 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
386 glDisable( GL_DEPTH_TEST
);
387 glDisable( GL_BLEND
);
389 glClearColor( 1.0f
, 0.0f
, 0.0f
, 0.0f
);
390 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
);
394 m4x4_copy( main_camera
.mtx
.pv
, vg
.pv
);
398 glDisable(GL_DEPTH_TEST
);
400 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
404 VG_STATIC
void vg_gui(void)
406 if( skaterift
.async_op
== k_async_op_clientloading
) return;
410 glClear( GL_DEPTH_BUFFER_BIT
);
415 player__im_gui( &localplayer
);
417 world_instance
*world
= world_current_instance();
420 render_view_framebuffer_ui();
426 #include "skaterift_imgui_dev.c"