2 * =============================================================================
4 * Copyright . . . -----, ,----- ,---. .---.
5 * 2021-2023 |\ /| | / | | | | /|
6 * | \ / | +-- / +----- +---' | / |
7 * | \ / | | / | | \ | / |
8 * | \/ | | / | | \ | / |
9 * ' ' '--' [] '----- '----- ' ' '---' SOFTWARE
11 * =============================================================================
25 VG_STATIC player_instance localplayer
;
26 VG_STATIC
struct player_avatar localplayer_avatar
;
27 VG_STATIC glmesh localplayer_meshes
[3];
28 vg_tex2d localplayer_texture
= { .path
= "textures/ch_gradient.qoi" };
46 int main( int argc
, char *argv
[] )
48 vg_mem
.use_libc_malloc
= 0;
49 vg_set_mem_quota( 160*1024*1024 );
50 vg_enter( argc
, argv
, "Voyager Game Engine" );
55 VG_STATIC
void highscores_save_at_exit(void)
57 highscores_serialize_all();
60 VG_STATIC
void vg_launch_opt(void)
65 VG_STATIC
int __kill( int argc
, const char *argv
[] )
68 player_use_device( &localplayer
, &player_device_dead
, &localplayer_dead
);
73 VG_STATIC
int __respawn( int argc
, const char *argv
[] )
75 ent_spawn
*rp
= NULL
, *r
;
76 world_instance
*world
= get_active_world();
79 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_spawn
); i
++ ){
80 r
= mdl_arritm( &world
->ent_spawn
, i
);
81 if( !strcmp( mdl_pstr(&world
->meta
, r
->pstr_name
),argv
[0] ) ){
88 vg_warn( "No spawn named '%s'\n", argv
[0] );
92 float min_dist
= INFINITY
;
94 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_spawn
); i
++ ){
95 r
= mdl_arritm( &world
->ent_spawn
, i
);
96 float d
= v3_dist2( r
->transform
.co
, localplayer
.rb
.co
);
106 vg_error( "No spawn found\n" );
108 if( !mdl_arrcount(&world
->ent_spawn
) )
111 rp
= mdl_arritm( &world
->ent_spawn
, 0 );
114 player__spawn( &localplayer
, rp
);
118 VG_STATIC
void vg_preload(void)
124 vg_var_push( (struct vg_var
){
127 .data_type
= k_var_dtype_i32
,
128 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
132 vg_var_push( (struct vg_var
){
133 .name
= "cl_view_id",
135 .data_type
= k_var_dtype_i32
,
136 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
140 vg_var_push( (struct vg_var
){
142 .data
= &cl_light_edit
,
143 .data_type
= k_var_dtype_i32
,
144 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
148 vg_function_push( (struct vg_cmd
) {
150 .function
= __respawn
,
151 //.poll_suggest = reset_player_poll
154 vg_function_push( (struct vg_cmd
) {
157 //.poll_suggest = reset_player_poll
160 vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" );
161 vg_info(" 2021-2022 |\\ /| | / | | | | /| \n" );
162 vg_info(" | \\ / | +-- / +----- +---' | / | \n" );
163 vg_info(" | \\ / | | / | | \\ | / | \n" );
164 vg_info(" | \\/ | | / | | \\ | / | \n" );
165 vg_info(" ' ' '--' [] '----- '----- ' ' '---' "
168 highscores_init( 2000, 50 );
169 if( !highscores_read() )
170 highscores_create_db();
172 vg_loader_step( NULL
, highscores_save_at_exit
);
175 vg_loader_step( NULL
, steam_end
);
176 vg_loader_step( network_init
, network_end
);
179 VG_STATIC
void load_playermodels(void)
181 vg_linear_clear( vg_mem
.scratch
);
184 * load in other player models. This may need to be more sophisticated in
185 * the futre if we have more of these guys
187 mdl_context ctx_default
,
191 mdl_open( &ctx_default
, "models/ch_new.mdl", vg_mem
.scratch
);
192 mdl_load_metadata_block( &ctx_default
, vg_mem
.scratch
);
193 mdl_load_mesh_block( &ctx_default
, vg_mem
.scratch
);
194 mdl_close( &ctx_default
);
196 mdl_open( &ctx_outlaw
, "models/ch_outlaw.mdl", vg_mem
.scratch
);
197 mdl_load_metadata_block( &ctx_outlaw
, vg_mem
.scratch
);
198 mdl_load_mesh_block( &ctx_outlaw
, vg_mem
.scratch
);
199 mdl_close( &ctx_outlaw
);
201 mdl_open( &ctx_jordan
, "models/ch_jordan.mdl", vg_mem
.scratch
);
202 mdl_load_metadata_block( &ctx_jordan
, vg_mem
.scratch
);
203 mdl_load_mesh_block( &ctx_jordan
, vg_mem
.scratch
);
204 mdl_close( &ctx_jordan
);
206 vg_acquire_thread_sync();
208 mdl_unpack_glmesh( &ctx_default
, &localplayer_meshes
[0] );
209 mdl_unpack_glmesh( &ctx_outlaw
, &localplayer_meshes
[1] );
210 mdl_unpack_glmesh( &ctx_jordan
, &localplayer_meshes
[2] );
212 vg_release_thread_sync();
215 shader_model_character_view_register();
216 vg_acquire_thread_sync();
218 vg_tex2d_init( (vg_tex2d
*[]){ &localplayer_texture
}, 1 );
220 vg_release_thread_sync();
223 VG_STATIC
void vg_load(void)
225 vg_loader_step( render_init
, NULL
);
226 //vg_loader_step( menu_init, NULL );
227 vg_loader_step( world_init
, NULL
);
228 //vg_loader_step( player_init, NULL );
229 //vg_loader_step( vehicle_init, NULL );
231 //vg_loader_step( player_model_init, NULL );
233 /* ----------------- */
234 vg_loader_step( load_playermodels
, NULL
);
237 player__create( &localplayer
);
238 player_avatar_load( &localplayer_avatar
, "models/ch_new.mdl" );
239 player__use_avatar( &localplayer
, &localplayer_avatar
);
240 player__use_mesh( &localplayer
, &localplayer_meshes
[0] );
241 player__use_texture( &localplayer
, &localplayer_texture
);
242 player__bind( &localplayer
);
244 /* --------------------- */
247 vg_loader_step( audio_init
, audio_free
);
249 /* 'systems' are completely loaded now */
251 /* load home world */
252 world_load( &world_global
.worlds
[0], "maps/mp_gridmap.mdl" );
255 world_load( &world_global
.worlds
[1], "maps/mp_gridmap.mdl" );
256 world_link_nonlocal_gates( 0, 1 );
257 world_load( &world_global
.worlds
[2], "maps/mp_mtzero.mdl" );
258 world_link_nonlocal_gates( 0, 2 );
261 vg_console_load_autos();
264 VG_STATIC
void vg_start(void)
266 __respawn( 1, (const char *[]){ "start" } );
269 VG_STATIC
void draw_origin_axis(void)
271 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 1.0f
, 0.0f
, 0.0f
}, 0xffff0000 );
272 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 0.0f
, 1.0f
, 0.0f
}, 0xff00ff00 );
273 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 0.0f
, 0.0f
, 1.0f
}, 0xff0000ff );
276 VG_STATIC
void vg_update(void)
286 if( !gzoomer
.inside
)
290 player__pre_update( &localplayer
);
291 world_update( get_active_world(), localplayer
.rb
.co
);
297 VG_STATIC
void vg_update_fixed(void)
302 if( !gzoomer
.inside
)
303 player_update_fixed();
305 vehicle_update_fixed();
308 player__update( &localplayer
);
312 VG_STATIC
void vg_update_post(void)
323 player_update_post();
327 player__post_update( &localplayer
);
330 float inr3
= 0.57735027,
331 inr2
= 0.70710678118;
333 v3f sample_directions
[] = {
334 { -1.0f
, 0.0f
, 0.0f
},
335 { 1.0f
, 0.0f
, 0.0f
},
336 { 0.0f
, 0.0f
, 1.0f
},
337 { 0.0f
, 0.0f
, -1.0f
},
338 { 0.0f
, 1.0f
, 0.0f
},
339 { 0.0f
, -1.0f
, 0.0f
},
340 { -inr3
, inr3
, inr3
},
341 { inr3
, inr3
, inr3
},
342 { -inr3
, inr3
, -inr3
},
343 { inr3
, inr3
, -inr3
},
344 { -inr2
, 0.0f
, inr2
},
345 { inr2
, 0.0f
, inr2
},
346 { -inr2
, 0.0f
, -inr2
},
347 { inr2
, 0.0f
, -inr2
},
351 static float distances
[16];
357 v3_copy( sample_directions
[ si
], rd
);
358 v3_add( localplayer
.rb
.co
, (v3f
){0.0f
,1.5f
,0.0f
}, ro
);
363 for( int i
=0; i
<10; i
++ )
365 if( ray_world( get_active_world(), rc
, rd
, &ray
) )
367 dist
= (float)i
*5.0f
+ ray
.dist
;
372 v3_muladds( rc
, rd
, ray
.dist
, rc
);
376 distances
[si
] = dist
;
379 for( int i
=0; i
<14; i
++ )
381 if( distances
[i
] != 200.0f
)
383 u32 colours
[] = { VG__RED
, VG__BLUE
, VG__GREEN
,
384 VG__CYAN
, VG__YELOW
, VG__PINK
,
387 u32 colour
= colours
[i
%7];
390 v3_muladds( ro
, sample_directions
[i
], distances
[i
], p1
);
391 vg_line( ro
, p1
, colour
);
392 vg_line_pt3( p1
, 0.1f
, colour
);
403 vg_dsp
.echo_distances
[si
] = dist
;
405 v3f ears
= { 1.0f
,0.0f
,0.0f
};
406 m3x3_mulv( main_camera
.transform
, ears
, ears
);
407 v3_copy( ears
, vg_audio
.listener_ears
);
408 v3_copy( main_camera
.transform
[3], vg_audio
.listener_pos
);
409 v3_copy( localplayer
.rb
.v
, vg_audio
.listener_velocity
);
414 vehicle_update_post();
419 VG_STATIC
void vg_framebuffer_resize( int w
, int h
)
424 VG_STATIC
void present_view_with_post_processing(void)
426 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
429 glDisable(GL_DEPTH_TEST
);
430 glBlendFunc(GL_ONE_MINUS_DST_ALPHA
, GL_DST_ALPHA
);
431 glBlendEquation(GL_FUNC_ADD
);
435 shader_blitblur_use();
436 shader_blitblur_uTexMain( 0 );
437 shader_blitblur_uTexMotion( 1 );
438 shader_blitblur_uBlurStrength(cl_blur_strength
/ (vg
.frame_delta
*60.0f
));
441 //v2_muls( (v2f){ 0.04f, 0.001f }, menu_opacity, menu_blurring );
442 v2_muls( (v2f
){ 0.04f
, 0.001f
}, 0.0f
, menu_blurring
);
443 shader_blitblur_uOverrideDir( menu_blurring
);
445 if( cl_view_id
== 0 )
446 render_fb_bind_texture( gpipeline
.fb_main
, 0, 0 );
447 else if( cl_view_id
== 1 )
448 render_fb_bind_texture( gpipeline
.fb_main
, 1, 0 );
450 render_fb_bind_texture( gpipeline
.fb_main
, 0, 0 );
452 render_fb_bind_texture( gpipeline
.fb_main
, 1, 1 );
457 shader_blit_uTexMain( 0 );
458 render_fb_bind_texture( gpipeline
.fb_main
, 0, 0 );
464 VG_STATIC
void render_player_transparent(void)
466 static camera small_cam
; /* DOES NOT NEED TO BE STATIC BUT MINGW
469 m4x3_copy( main_camera
.transform
, small_cam
.transform
);
471 small_cam
.fov
= main_camera
.fov
;
472 small_cam
.nearz
= 0.05f
;
473 small_cam
.farz
= 60.0f
;
475 camera_update_view( &small_cam
);
476 camera_update_projection( &small_cam
);
477 camera_finalize( &small_cam
);
479 /* Draw player to window buffer and blend background ontop */
480 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
481 player__render( &small_cam
, &localplayer
);
484 VG_STATIC
void render_scene(void)
486 render_fb_bind( gpipeline
.fb_main
);
487 glClearColor( 0.0f
, 0.0f
, 0.0f
, 1.0f
);
488 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
|GL_STENCIL_BUFFER_BIT
);
491 glEnable( GL_DEPTH_TEST
);
493 world_instance
*view_world
= localplayer
.viewable_world
;
495 if( view_world
== NULL
){
496 glClearColor( 0.25f
, 0.25f
, 0.0f
, 1.0f
);
497 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
|GL_STENCIL_BUFFER_BIT
);
501 render_world( view_world
, &main_camera
, 0 );
503 int player_transparent
= 1,
507 if( (localplayer
.subsystem
== k_player_subsystem_dead
) ||
508 (localplayer
.camera_mode
== k_cam_thirdperson
) )
509 player_transparent
= 0;
512 if( !player_transparent
&& player_draw
)
513 player__render( &main_camera
, &localplayer
);
516 render_water_texture( view_world
, &main_camera
, 0 );
517 render_fb_bind( gpipeline
.fb_main
);
518 render_water_surface( view_world
, &main_camera
);
521 if( localplayer
.gate_waiting
) depth
= 0;
522 render_world_gates( view_world
, &main_camera
, depth
);
524 if( player_transparent
&& player_draw
)
525 render_player_transparent();
528 VG_STATIC
void render_menu(void)
530 glClear( GL_DEPTH_BUFFER_BIT
);
532 menu_render( &main_camera
);
536 VG_STATIC
void render_main_game(void)
539 static float fov
= 60.0f
;
540 float fov_target
= vg_lerpf( 90.0f
, 110.0f
, cl_fov
);
542 if( player
.controller
== k_player_controller_skate
)
543 fov_target
= vg_lerpf( 97.0f
, 135.0f
, cl_fov
);
546 fov_target
= menu_fov_target
;
547 fov
= vg_lerpf( fov
, fov_target
, vg
.frame_delta
* 2.0f
);
548 fov
= freecam
? 60.0f
: fov
;
550 main_camera
.fov
= fov
;
553 /* copy camera from player.
554 * TODO: blend with camera from menu */
557 player__pre_render( &localplayer
);
559 v3_copy( localplayer
.cam
.pos
, main_camera
.pos
);
560 v3_copy( localplayer
.cam
.angles
, main_camera
.angles
);
561 main_camera
.fov
= localplayer
.cam
.fov
;
562 main_camera
.nearz
= 0.1f
;
563 main_camera
.farz
= 2100.0f
;
565 camera_update_transform( &main_camera
);
567 if( localplayer
.gate_waiting
)
569 m3x3_mul( localplayer
.basis_gate
, main_camera
.transform
,
570 main_camera
.transform
);
574 m3x3_mul( localplayer
.basis
, main_camera
.transform
,
575 main_camera
.transform
);
578 camera_update_view( &main_camera
);
579 camera_update_projection( &main_camera
);
580 camera_finalize( &main_camera
);
582 /* ========== Begin Frame ========== */
585 present_view_with_post_processing();
591 render_player_transparent();
595 /* =========== End Frame =========== */
598 VG_STATIC
void vg_render(void)
600 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
602 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
603 glDisable( GL_DEPTH_TEST
);
605 glClearColor( 1.0f
, 0.0f
, 0.0f
, 0.0f
);
606 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
);
610 m4x4_copy( main_camera
.mtx
.pv
, vg
.pv
);
614 glDisable( GL_DEPTH_TEST
);
616 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
619 VG_STATIC
void run_light_widget( struct light_widget
*lw
);
620 VG_STATIC
void vg_ui(void)
622 player__im_gui( &localplayer
);
623 world_instance
*world
= get_active_world();
632 vg_uictx
.cursor
[0] = 10;
633 vg_uictx
.cursor
[1] = 10;
634 vg_uictx
.cursor
[2] = 200;
635 vg_uictx
.cursor
[3] = 20;
637 struct ub_world_lighting
*wl
= &gpipeline
.ub_world_lighting
;
638 struct ui_slider_vector
639 s5
= { .min
=0.0f
, .max
=2.0f
, .len
=3, .data
=wl
->g_ambient_colour
};
642 s8
= { .min
=0.0f
, .max
=2.0f
, .data
= &gpipeline
.shadow_spread
},
643 s9
= { .min
=0.0f
, .max
=25.0f
, .data
= &gpipeline
.shadow_length
};
645 for( int i
=0; i
<3; i
++ )
646 run_light_widget( &gpipeline
.widgets
[i
] );
648 ui_text( vg_uictx
.cursor
, "Ambient", 1, 0 );
649 vg_uictx
.cursor
[1] += 16;
650 ui_slider_vector( &s5
);
652 ui_text( vg_uictx
.cursor
, "Shadows", 1, 0 );
653 vg_uictx
.cursor
[1] += 16;
657 ui_text( vg_uictx
.cursor
, "Misc", 1, 0 );
658 vg_uictx
.cursor
[1] += 16;
659 struct ui_checkbox c1
= {.data
= &wl
->g_light_preview
};
662 render_update_lighting_ub();
666 audio_debug_soundscapes();
667 render_view_framebuffer_ui();
670 player_physics_gui();
674 VG_STATIC
void run_light_widget( struct light_widget
*lw
)
676 struct ui_checkbox c1
= { .data
=&lw
->enabled
};
682 struct ui_slider_vector
683 colour
= { .min
=0.0f
, .max
=2.0f
, .len
=3, .data
=lw
->colour
},
684 dir
= { .min
=-VG_PIf
, .max
=VG_PIf
, .len
=2, .data
=lw
->dir
};
686 ui_slider_vector( &colour
);
687 vg_uictx
.cursor
[1] += 4;
688 ui_slider_vector( &dir
);
692 VG_STATIC
void run_debug_info(void)
697 snprintf( buf
, 40, "%.2fm/s", v3_length( player
.rb
.v
) );
698 ui_text( (ui_px
[2]){ 0, 0 }, buf
, 1, k_text_align_left
);
700 snprintf( buf
, 40, "%.2f %.2f %.2f m/s",
701 player
.phys
.a
[0], player
.phys
.a
[1], player
.phys
.a
[2] );
702 ui_text( (ui_px
[2]){ 0, 20 }, buf
, 1, k_text_align_left
);
704 snprintf( buf
, 40, "pos %.2f %.2f %.2f",
705 player
.phys
.rb
.co
[0], player
.phys
.rb
.co
[1], player
.phys
.rb
.co
[2] );
706 ui_text( (ui_px
[2]){ 0, 40 }, buf
, 1, k_text_align_left
);
708 if( vg_input
.controller_handle
)
710 for( int i
=0; i
<vg_list_size(vg_input
.controller_axises
); i
++ )
712 snprintf( buf
, 40, "%.2f", vg_input
.controller_axises
[i
] );
713 ui_text( (ui_px
[2]){ 0, (i
+3)*20 }, buf
, 1, k_text_align_left
);
718 ui_text( (ui_px
[2]){ 0, 60 },
719 "Gamepad not ready", 1, k_text_align_left
);