2 * =============================================================================
4 * Copyright . . . -----, ,----- ,---. .---.
5 * 2021-2023 |\ /| | / | | | | /|
6 * | \ / | +-- / +----- +---' | / |
7 * | \ / | | / | | \ | / |
8 * | \/ | | / | | \ | / |
9 * ' ' '--' [] '----- '----- ' ' '---' SOFTWARE
11 * =============================================================================
30 VG_STATIC
struct player_avatar localplayer_avatar
;
31 VG_STATIC
struct player_model localplayer_models
[3];
32 VG_STATIC
int skaterift_status
= 0;
40 static rb_object aaron
={
42 .rb
.bbx
= {{ -2.0f
, -1.0f
, -1.0f
}, { 2.0f
, 1.0f
, 1.0f
}}
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" );
54 VG_STATIC
void highscores_save_at_exit(void)
56 highscores_serialize_all();
59 VG_STATIC
void vg_launch_opt(void)
63 VG_STATIC
void vg_preload(void)
67 vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" );
68 vg_info(" 2021-2023 |\\ /| | / | | | | /| \n" );
69 vg_info(" | \\ / | +-- / +----- +---' | / | \n" );
70 vg_info(" | \\ / | | / | | \\ | / | \n" );
71 vg_info(" | \\/ | | / | | \\ | / | \n" );
72 vg_info(" ' ' '--' [] '----- '----- ' ' '---' "
75 highscores_init( 2000, 50 );
76 if( !highscores_read() )
77 highscores_create_db();
79 vg_loader_step( NULL
, highscores_save_at_exit
);
82 vg_loader_step( NULL
, steam_end
);
83 vg_loader_step( network_init
, network_end
);
86 q_identity( aaron
.rb
.q
);
87 v3_zero( aaron
.rb
.w
);
88 v3_zero( aaron
.rb
.co
);
89 v3_zero( aaron
.rb
.v
);
90 rb_init_object( &aaron
);
94 VG_STATIC
void load_playermodels(void)
96 player_model_load( &localplayer_models
[0], "models/ch_new.mdl" );
97 player_model_load( &localplayer_models
[1], "models/ch_outlaw.mdl" );
98 player_model_load( &localplayer_models
[2], "models/ch_jordan.mdl" );
100 /* load default board */
102 player_board_load( &localplayer_boards
[0],
103 "models/boards/skaterift_fish.mdl" );
107 shader_model_character_view_register();
108 shader_model_board_view_register();
109 shader_model_entity_register();
112 void temp_update_playermodel(void){
113 player__use_model( &localplayer
, &localplayer_models
[cl_playermdl_id
] );
116 VG_STATIC
void async_skaterift_complete( void *payload
, u32 size
)
118 skaterift_status
= 1;
120 localplayer
.viewable_world
= get_active_world();
121 localplayer_cmd_respawn( 1, (const char *[]){ "start" } );
124 VG_STATIC
void vg_load(void)
126 vg_loader_step( render_init
, NULL
);
127 vg_loader_step( menu_init
, NULL
);
128 vg_loader_step( world_init
, NULL
);
129 vg_loader_step( vehicle_init
, NULL
);
130 vg_loader_step( font3d_init
, NULL
);
132 font3d_load( &world_global
.font
, "models/rs_font.mdl", vg_mem
.rtmemory
);
134 vg_loader_step( player_init
, NULL
);
135 vg_loader_step( player_ragdoll_init
, NULL
);
136 vg_loader_step( workshop_init
, NULL
);
137 vg_loader_step( skateshop_init
, NULL
);
139 /* ----------------- */
140 vg_loader_step( load_playermodels
, NULL
);
143 player__create( &localplayer
);
144 player_avatar_load( &localplayer_avatar
, "models/ch_new.mdl" );
145 player__use_avatar( &localplayer
, &localplayer_avatar
);
146 player__use_model( &localplayer
, &localplayer_models
[cl_playermdl_id
] );
147 //localplayer.board = &localplayer_boards[0];
148 player__bind( &localplayer
);
150 /* --------------------- */
153 vg_loader_step( audio_init
, audio_free
);
155 /* 'systems' are completely loaded now */
157 /* load home world */
160 world_load( 0, "maps/mp_spawn.mdl" );
162 world_load( 0, "maps/mp_mtzero.mdl" );
166 world_load( &world_global
.worlds
[1], "maps/mp_gridmap.mdl" );
167 world_link_nonlocal_gates( 0, 1 );
168 world_load( &world_global
.worlds
[2], "maps/mp_mtzero.mdl" );
169 world_link_nonlocal_gates( 0, 2 );
172 vg_console_load_autos();
174 vg_async_call( async_skaterift_complete
, NULL
, 0 );
177 VG_STATIC
void draw_origin_axis(void)
179 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 1.0f
, 0.0f
, 0.0f
}, 0xffff0000 );
180 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 0.0f
, 1.0f
, 0.0f
}, 0xff00ff00 );
181 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 0.0f
, 0.0f
, 1.0f
}, 0xff0000ff );
184 VG_STATIC
void vg_update(void)
188 skaterift_preupdate_inputs();
190 if( skaterift_status
== 1 ){
194 player__pre_update( &localplayer
);
195 global_skateshop_preupdate();
197 world_update( get_active_world(), localplayer
.rb
.co
);
198 audio_ambient_sprites_update( get_active_world(), localplayer
.rb
.co
);
199 //gui_helper_action( localplayer.input_use, "\x7f Hello \x1f""A \x1e\x84" );
203 VG_STATIC
void vg_update_fixed(void)
205 if( skaterift_status
== 1 ){
206 world_routes_fixedupdate( get_active_world() );
208 player__update( &localplayer
);
209 vehicle_update_fixed();
212 world_instance
*world
= get_active_world();
214 rb_ct
*buf
= rb_global_buffer();
216 int l
= rb_box__scene( aaron
.rb
.to_world
, aaron
.rb
.bbx
,
217 NULL
, &world
->rb_geo
.inf
.scene
, buf
);
218 for( int j
=0; j
<l
; j
++ ){
219 buf
[j
].rba
= &aaron
.rb
;
220 buf
[j
].rbb
= &world
->rb_geo
.rb
;
222 rb_contact_count
+= l
;
223 rb_presolve_contacts( rb_contact_buffer
, rb_contact_count
);
225 for( int j
=0; j
<8; j
++ ){
226 rb_solve_contacts( rb_contact_buffer
, rb_contact_count
);
229 rb_iter( &aaron
.rb
);
230 rb_update_transform( &aaron
.rb
);
236 VG_STATIC
void vg_update_post(void)
238 if( skaterift_status
== 1 ){
239 player__post_update( &localplayer
);
243 world_audio_sample_distances( localplayer
.rb
.co
, &sample_index
, &dist
);
246 vg_dsp
.echo_distances
[sample_index
] = dist
;
248 v3f ears
= { 1.0f
,0.0f
,0.0f
};
249 m3x3_mulv( main_camera
.transform
, ears
, ears
);
250 v3_copy( ears
, vg_audio
.external_listener_ears
);
251 v3_copy( main_camera
.transform
[3], vg_audio
.external_listener_pos
);
253 if( localplayer
.gate_waiting
){
254 m4x3_mulv( localplayer
.gate_waiting
->transport
,
255 vg_audio
.external_listener_pos
,
256 vg_audio
.external_listener_pos
);
259 v3_copy( localplayer
.rb
.v
, vg_audio
.external_lister_velocity
);
263 vehicle_update_post();
266 SDL_Scancode sc
= SDL_GetScancodeFromKey( SDLK_q
);
267 if( vg_input
.sdl_keys
[sc
] ){
268 m4x3_mulv( main_camera
.transform
, (v3f
){0.0f
,0.0f
,-3.0f
},
271 v3_zero( aaron
.rb
.v
);
272 v3_zero( aaron
.rb
.w
);
273 rb_update_transform( &aaron
.rb
);
276 rb_object_debug( &aaron
, VG__PINK
);
281 VG_STATIC
void vg_framebuffer_resize( int w
, int h
)
286 VG_STATIC
void present_view_with_post_processing(void)
288 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
289 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
292 glDisable(GL_DEPTH_TEST
);
293 glBlendFunc(GL_ONE_MINUS_DST_ALPHA
, GL_DST_ALPHA
);
294 glBlendEquation(GL_FUNC_ADD
);
297 render_fb_inverse_ratio( gpipeline
.fb_main
, inverse
);
300 shader_blitblur_use();
301 shader_blitblur_uTexMain( 0 );
302 shader_blitblur_uTexMotion( 1 );
303 shader_blitblur_uBlurStrength( cl_blur_strength
/
304 (vg
.time_frame_delta
*60.0) );
305 shader_blitblur_uInverseRatio( inverse
);
308 v2_muls( (v2f
){ 0.04f
, 0.001f
}, menu_opacity
, menu_blurring
);
309 shader_blitblur_uOverrideDir( menu_blurring
);
311 render_fb_bind_texture( gpipeline
.fb_main
, 0, 0 );
312 render_fb_bind_texture( gpipeline
.fb_main
, 1, 1 );
316 shader_blit_uTexMain( 0 );
317 shader_blit_uInverseRatio( inverse
);
318 render_fb_bind_texture( gpipeline
.fb_main
, 0, 0 );
324 VG_STATIC
void render_player_transparent(void)
326 static camera small_cam
; /* DOES NOT NEED TO BE STATIC BUT MINGW
329 m4x3_copy( main_camera
.transform
, small_cam
.transform
);
331 small_cam
.fov
= main_camera
.fov
;
332 small_cam
.nearz
= 0.05f
;
333 small_cam
.farz
= 60.0f
;
335 camera_update_view( &small_cam
);
336 camera_update_projection( &small_cam
);
337 camera_finalize( &small_cam
);
339 /* Draw player to window buffer and blend background ontop */
340 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
341 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
342 player__render( &small_cam
, &localplayer
);
345 VG_STATIC
void render_scene(void)
347 render_fb_bind( gpipeline
.fb_main
, 1 );
348 glClearColor( 0.0f
, 0.0f
, 0.0f
, 1.0f
);
349 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
|GL_STENCIL_BUFFER_BIT
);
352 glEnable( GL_DEPTH_TEST
);
354 world_instance
*view_world
= localplayer
.viewable_world
;
356 if( view_world
== NULL
){
357 glClearColor( 0.25f
, 0.25f
, 0.0f
, 1.0f
);
358 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
|GL_STENCIL_BUFFER_BIT
);
362 world_prerender( view_world
);
363 render_world( view_world
, &main_camera
, 0 );
365 render_water_texture( view_world
, &main_camera
, 0 );
366 render_fb_bind( gpipeline
.fb_main
, 1 );
367 render_water_surface( view_world
, &main_camera
);
370 VG_STATIC
void render_scene_gate_subview(void)
372 render_fb_bind( gpipeline
.fb_main
, 1 );
373 world_instance
*view_world
= localplayer
.viewable_world
;
376 if( localplayer
.gate_waiting
) depth
= 0;
377 render_world_gates( view_world
, &main_camera
, depth
);
380 VG_STATIC
void render_main_game(void)
383 static float fov
= 60.0f
;
384 float fov_target
= vg_lerpf( 90.0f
, 110.0f
, cl_fov
);
386 if( player
.controller
== k_player_controller_skate
)
387 fov_target
= vg_lerpf( 97.0f
, 135.0f
, cl_fov
);
390 fov_target
= menu_fov_target
;
391 fov
= vg_lerpf( fov
, fov_target
, vg
.frame_delta
* 2.0f
);
392 fov
= freecam
? 60.0f
: fov
;
394 main_camera
.fov
= fov
;
397 player__pre_render( &localplayer
);
399 v3_lerp( localplayer
.cam
.pos
, menu_camera_pos
, menu_opacity
,
401 main_camera
.angles
[0] =
402 vg_alerpf( localplayer
.cam
.angles
[0], menu_camera_angles
[0],
404 main_camera
.angles
[1] =
405 vg_lerpf ( localplayer
.cam
.angles
[1], menu_camera_angles
[1],
408 main_camera
.fov
= vg_lerpf( localplayer
.cam
.fov
, menu_smooth_fov
,
411 main_camera
.nearz
= 0.1f
;
412 main_camera
.farz
= 2100.0f
;
414 camera_update_transform( &main_camera
);
416 if( localplayer
.gate_waiting
){
417 m3x3_mul( localplayer
.basis_gate
, main_camera
.transform
,
418 main_camera
.transform
);
421 m3x3_mul( localplayer
.basis
, main_camera
.transform
,
422 main_camera
.transform
);
425 camera_update_view( &main_camera
);
426 camera_update_projection( &main_camera
);
427 camera_finalize( &main_camera
);
429 /* ========== Begin Frame ========== */
434 //glClear( GL_DEPTH_BUFFER_BIT );
436 glEnable( GL_DEPTH_TEST
);
439 render_player_transparent();
440 render_scene_gate_subview();
442 present_view_with_post_processing();
445 menu_render_fg( &main_camera
);
447 /* =========== End Frame =========== */
450 VG_STATIC
void vg_render(void)
452 if( skaterift_status
== 0 ){
457 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
459 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
460 glDisable( GL_DEPTH_TEST
);
462 glClearColor( 1.0f
, 0.0f
, 0.0f
, 0.0f
);
463 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
);
467 m4x4_copy( main_camera
.mtx
.pv
, vg
.pv
);
471 glDisable(GL_DEPTH_TEST
);
473 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
477 VG_STATIC
void vg_gui(void)
479 if( skaterift_status
== 0 ){
484 player__im_gui( &localplayer
);
486 world_instance
*world
= get_active_world();
491 render_view_framebuffer_ui();
496 #include "skaterift_imgui_dev.c"