2 * =============================================================================
4 * Copyright . . . -----, ,----- ,---. .---.
5 * 2021-2023 |\ /| | / | | | | /|
6 * | \ / | +-- / +----- +---' | / |
7 * | \ / | | / | | \ | / |
8 * | \/ | | / | | \ | / |
9 * ' ' '--' [] '----- '----- ' ' '---' SOFTWARE
11 * =============================================================================
26 static player_instance localplayer
;
27 VG_STATIC
struct player_avatar localplayer_avatar
;
28 VG_STATIC glmesh localplayer_meshes
[3];
29 vg_tex2d localplayer_texture
= { .path
= "textures/ch_gradient.qoi" };
31 player_instance
*tmp_localplayer(void)
45 static rb_object aaron
={
47 .rb
.bbx
= {{ -2.0f
, -1.0f
, -1.0f
}, { 2.0f
, 1.0f
, 1.0f
}}
51 int main( int argc
, char *argv
[] )
53 vg_mem
.use_libc_malloc
= 0;
54 vg_set_mem_quota( 160*1024*1024 );
55 vg_enter( argc
, argv
, "Voyager Game Engine" );
59 VG_STATIC
void highscores_save_at_exit(void)
61 highscores_serialize_all();
64 VG_STATIC
void vg_launch_opt(void)
69 VG_STATIC
int __kill( int argc
, const char *argv
[] )
72 player_use_device( &localplayer
, &player_device_dead
, &localplayer_dead
);
77 VG_STATIC
int __respawn( int argc
, const char *argv
[] )
79 ent_spawn
*rp
= NULL
, *r
;
80 world_instance
*world
= get_active_world();
83 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_spawn
); i
++ ){
84 r
= mdl_arritm( &world
->ent_spawn
, i
);
85 if( !strcmp( mdl_pstr(&world
->meta
, r
->pstr_name
),argv
[0] ) ){
92 vg_warn( "No spawn named '%s'\n", argv
[0] );
96 float min_dist
= INFINITY
;
98 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_spawn
); i
++ ){
99 r
= mdl_arritm( &world
->ent_spawn
, i
);
100 float d
= v3_dist2( r
->transform
.co
, localplayer
.rb
.co
);
110 vg_error( "No spawn found\n" );
112 if( !mdl_arrcount(&world
->ent_spawn
) )
115 rp
= mdl_arritm( &world
->ent_spawn
, 0 );
118 player__spawn( &localplayer
, rp
);
122 VG_STATIC
void vg_preload(void)
128 vg_var_push( (struct vg_var
){
131 .data_type
= k_var_dtype_i32
,
132 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
136 vg_var_push( (struct vg_var
){
138 .data
= &cl_light_edit
,
139 .data_type
= k_var_dtype_i32
,
140 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
144 vg_function_push( (struct vg_cmd
) {
146 .function
= __respawn
,
147 //.poll_suggest = reset_player_poll
150 vg_function_push( (struct vg_cmd
) {
153 //.poll_suggest = reset_player_poll
156 vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" );
157 vg_info(" 2021-2022 |\\ /| | / | | | | /| \n" );
158 vg_info(" | \\ / | +-- / +----- +---' | / | \n" );
159 vg_info(" | \\ / | | / | | \\ | / | \n" );
160 vg_info(" | \\/ | | / | | \\ | / | \n" );
161 vg_info(" ' ' '--' [] '----- '----- ' ' '---' "
164 highscores_init( 2000, 50 );
165 if( !highscores_read() )
166 highscores_create_db();
168 vg_loader_step( NULL
, highscores_save_at_exit
);
171 vg_loader_step( NULL
, steam_end
);
172 vg_loader_step( network_init
, network_end
);
175 q_identity( aaron
.rb
.q
);
176 v3_zero( aaron
.rb
.w
);
177 v3_zero( aaron
.rb
.co
);
178 v3_zero( aaron
.rb
.v
);
179 rb_init_object( &aaron
);
183 VG_STATIC
void load_playermodels(void)
185 vg_linear_clear( vg_mem
.scratch
);
188 * load in other player models. This may need to be more sophisticated in
189 * the futre if we have more of these guys
191 mdl_context ctx_default
,
195 mdl_open( &ctx_default
, "models/ch_new.mdl", vg_mem
.scratch
);
196 mdl_load_metadata_block( &ctx_default
, vg_mem
.scratch
);
197 mdl_load_mesh_block( &ctx_default
, vg_mem
.scratch
);
198 mdl_close( &ctx_default
);
200 mdl_open( &ctx_outlaw
, "models/ch_outlaw.mdl", vg_mem
.scratch
);
201 mdl_load_metadata_block( &ctx_outlaw
, vg_mem
.scratch
);
202 mdl_load_mesh_block( &ctx_outlaw
, vg_mem
.scratch
);
203 mdl_close( &ctx_outlaw
);
205 mdl_open( &ctx_jordan
, "models/ch_jordan.mdl", vg_mem
.scratch
);
206 mdl_load_metadata_block( &ctx_jordan
, vg_mem
.scratch
);
207 mdl_load_mesh_block( &ctx_jordan
, vg_mem
.scratch
);
208 mdl_close( &ctx_jordan
);
210 vg_acquire_thread_sync();
212 mdl_unpack_glmesh( &ctx_default
, &localplayer_meshes
[0] );
213 mdl_unpack_glmesh( &ctx_outlaw
, &localplayer_meshes
[1] );
214 mdl_unpack_glmesh( &ctx_jordan
, &localplayer_meshes
[2] );
216 vg_release_thread_sync();
219 shader_model_character_view_register();
220 vg_acquire_thread_sync();
222 vg_tex2d_init( (vg_tex2d
*[]){ &localplayer_texture
}, 1 );
224 vg_release_thread_sync();
227 void temp_update_playermodel(void){
228 player__use_mesh( &localplayer
, &localplayer_meshes
[cl_playermdl_id
] );
231 VG_STATIC
void vg_load(void)
233 vg_loader_step( render_init
, NULL
);
234 vg_loader_step( menu_init
, NULL
);
235 vg_loader_step( world_init
, NULL
);
236 vg_loader_step( font3d_init
, NULL
);
238 font3d_load( &world_global
.font
, "models/rs_font.mdl", vg_mem
.rtmemory
);
240 //vg_loader_step( player_init, NULL );
241 vg_loader_step( vehicle_init
, NULL
);
243 //vg_loader_step( player_model_init, NULL );
245 /* ----------------- */
246 vg_loader_step( load_playermodels
, NULL
);
249 player__create( &localplayer
);
250 player_avatar_load( &localplayer_avatar
, "models/ch_new.mdl" );
251 player__use_avatar( &localplayer
, &localplayer_avatar
);
252 player__use_mesh( &localplayer
, &localplayer_meshes
[cl_playermdl_id
] );
253 player__use_texture( &localplayer
, &localplayer_texture
);
254 player__bind( &localplayer
);
256 /* --------------------- */
259 vg_loader_step( audio_init
, audio_free
);
261 /* 'systems' are completely loaded now */
263 /* load home world */
264 world_load( &world_global
.worlds
[0], "maps/mp_gridmap.mdl" );
265 //world_load( &world_global.worlds[0], "maps/mp_mtzero.mdl" );
268 world_load( &world_global
.worlds
[1], "maps/mp_gridmap.mdl" );
269 world_link_nonlocal_gates( 0, 1 );
270 world_load( &world_global
.worlds
[2], "maps/mp_mtzero.mdl" );
271 world_link_nonlocal_gates( 0, 2 );
274 vg_console_load_autos();
277 VG_STATIC
void vg_start(void)
279 __respawn( 1, (const char *[]){ "start" } );
282 VG_STATIC
void draw_origin_axis(void)
284 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 1.0f
, 0.0f
, 0.0f
}, 0xffff0000 );
285 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 0.0f
, 1.0f
, 0.0f
}, 0xff00ff00 );
286 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 0.0f
, 0.0f
, 1.0f
}, 0xff0000ff );
289 VG_STATIC
void vg_update(void)
297 player__pre_update( &localplayer
);
299 world_update( get_active_world(), localplayer
.rb
.co
);
300 audio_ambient_sprites_update( get_active_world(), localplayer
.rb
.co
);
304 VG_STATIC
void vg_update_fixed(void)
307 world_routes_fixedupdate( get_active_world() );
309 player__update( &localplayer
);
310 vehicle_update_fixed();
313 world_instance
*world
= get_active_world();
315 rb_ct
*buf
= rb_global_buffer();
317 int l
= rb_box__scene( aaron
.rb
.to_world
, aaron
.rb
.bbx
,
318 NULL
, &world
->rb_geo
.inf
.scene
, buf
);
319 for( int j
=0; j
<l
; j
++ ){
320 buf
[j
].rba
= &aaron
.rb
;
321 buf
[j
].rbb
= &world
->rb_geo
.rb
;
323 rb_contact_count
+= l
;
324 rb_presolve_contacts( rb_contact_buffer
, rb_contact_count
);
326 for( int j
=0; j
<8; j
++ ){
327 rb_solve_contacts( rb_contact_buffer
, rb_contact_count
);
330 rb_iter( &aaron
.rb
);
331 rb_update_transform( &aaron
.rb
);
337 VG_STATIC
void vg_update_post(void)
340 player__post_update( &localplayer
);
342 float inr3
= 0.57735027,
343 inr2
= 0.70710678118;
345 v3f sample_directions
[] = {
346 { -1.0f
, 0.0f
, 0.0f
},
347 { 1.0f
, 0.0f
, 0.0f
},
348 { 0.0f
, 0.0f
, 1.0f
},
349 { 0.0f
, 0.0f
, -1.0f
},
350 { 0.0f
, 1.0f
, 0.0f
},
351 { 0.0f
, -1.0f
, 0.0f
},
352 { -inr3
, inr3
, inr3
},
353 { inr3
, inr3
, inr3
},
354 { -inr3
, inr3
, -inr3
},
355 { inr3
, inr3
, -inr3
},
356 { -inr2
, 0.0f
, inr2
},
357 { inr2
, 0.0f
, inr2
},
358 { -inr2
, 0.0f
, -inr2
},
359 { inr2
, 0.0f
, -inr2
},
363 static float distances
[16];
369 v3_copy( sample_directions
[ si
], rd
);
370 v3_add( localplayer
.rb
.co
, (v3f
){0.0f
,1.5f
,0.0f
}, ro
);
375 for( int i
=0; i
<10; i
++ ){
376 if( ray_world( get_active_world(), rc
, rd
, &ray
) ){
377 dist
= (float)i
*5.0f
+ ray
.dist
;
381 v3_muladds( rc
, rd
, ray
.dist
, rc
);
385 distances
[si
] = dist
;
388 for( int i
=0; i
<14; i
++ ){
389 if( distances
[i
] != 200.0f
){
390 u32 colours
[] = { VG__RED
, VG__BLUE
, VG__GREEN
,
391 VG__CYAN
, VG__YELOW
, VG__PINK
,
394 u32 colour
= colours
[i
%7];
397 v3_muladds( ro
, sample_directions
[i
], distances
[i
], p1
);
398 vg_line( ro
, p1
, colour
);
399 vg_line_pt3( p1
, 0.1f
, colour
);
409 vg_dsp
.echo_distances
[si
] = dist
;
411 v3f ears
= { 1.0f
,0.0f
,0.0f
};
412 m3x3_mulv( main_camera
.transform
, ears
, ears
);
413 v3_copy( ears
, vg_audio
.external_listener_ears
);
414 v3_copy( main_camera
.transform
[3], vg_audio
.external_listener_pos
);
416 /* TODO: this is transformed back and fourth twice. */
417 if( localplayer
.gate_waiting
){
418 m4x3_mulv( localplayer
.gate_waiting
->transport
,
419 vg_audio
.external_listener_pos
,
420 vg_audio
.external_listener_pos
);
423 v3_copy( localplayer
.rb
.v
, vg_audio
.external_lister_velocity
);
427 vehicle_update_post();
430 SDL_Scancode sc
= SDL_GetScancodeFromKey( SDLK_q
);
431 if( vg_input
.sdl_keys
[sc
] ){
432 m4x3_mulv( main_camera
.transform
, (v3f
){0.0f
,0.0f
,-3.0f
},
435 v3_zero( aaron
.rb
.v
);
436 v3_zero( aaron
.rb
.w
);
437 rb_update_transform( &aaron
.rb
);
440 rb_object_debug( &aaron
, VG__PINK
);
445 VG_STATIC
void vg_framebuffer_resize( int w
, int h
)
450 VG_STATIC
void present_view_with_post_processing(void)
452 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
453 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
456 glDisable(GL_DEPTH_TEST
);
457 glBlendFunc(GL_ONE_MINUS_DST_ALPHA
, GL_DST_ALPHA
);
458 glBlendEquation(GL_FUNC_ADD
);
461 render_fb_inverse_ratio( gpipeline
.fb_main
, inverse
);
464 shader_blitblur_use();
465 shader_blitblur_uTexMain( 0 );
466 shader_blitblur_uTexMotion( 1 );
467 shader_blitblur_uBlurStrength(cl_blur_strength
/ (vg
.frame_delta
*60.0f
));
468 shader_blitblur_uInverseRatio( inverse
);
471 v2_muls( (v2f
){ 0.04f
, 0.001f
}, menu_opacity
, menu_blurring
);
472 shader_blitblur_uOverrideDir( menu_blurring
);
474 render_fb_bind_texture( gpipeline
.fb_main
, 0, 0 );
475 render_fb_bind_texture( gpipeline
.fb_main
, 1, 1 );
479 shader_blit_uTexMain( 0 );
480 shader_blit_uInverseRatio( inverse
);
481 render_fb_bind_texture( gpipeline
.fb_main
, 0, 0 );
487 VG_STATIC
void render_player_transparent(void)
489 static camera small_cam
; /* DOES NOT NEED TO BE STATIC BUT MINGW
492 m4x3_copy( main_camera
.transform
, small_cam
.transform
);
494 small_cam
.fov
= main_camera
.fov
;
495 small_cam
.nearz
= 0.05f
;
496 small_cam
.farz
= 60.0f
;
498 camera_update_view( &small_cam
);
499 camera_update_projection( &small_cam
);
500 camera_finalize( &small_cam
);
502 /* Draw player to window buffer and blend background ontop */
503 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
504 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
505 player__render( &small_cam
, &localplayer
);
508 VG_STATIC
void render_scene(void)
510 render_fb_bind( gpipeline
.fb_main
, 1 );
511 glClearColor( 0.0f
, 0.0f
, 0.0f
, 1.0f
);
512 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
|GL_STENCIL_BUFFER_BIT
);
515 glEnable( GL_DEPTH_TEST
);
517 world_instance
*view_world
= localplayer
.viewable_world
;
519 if( view_world
== NULL
){
520 glClearColor( 0.25f
, 0.25f
, 0.0f
, 1.0f
);
521 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
|GL_STENCIL_BUFFER_BIT
);
525 render_world( view_world
, &main_camera
, 0 );
527 render_water_texture( view_world
, &main_camera
, 0 );
528 render_fb_bind( gpipeline
.fb_main
, 1 );
529 render_water_surface( view_world
, &main_camera
);
532 if( localplayer
.gate_waiting
) depth
= 0;
533 render_world_gates( view_world
, &main_camera
, depth
);
536 render_player_transparent();
539 VG_STATIC
void render_main_game(void)
542 static float fov
= 60.0f
;
543 float fov_target
= vg_lerpf( 90.0f
, 110.0f
, cl_fov
);
545 if( player
.controller
== k_player_controller_skate
)
546 fov_target
= vg_lerpf( 97.0f
, 135.0f
, cl_fov
);
549 fov_target
= menu_fov_target
;
550 fov
= vg_lerpf( fov
, fov_target
, vg
.frame_delta
* 2.0f
);
551 fov
= freecam
? 60.0f
: fov
;
553 main_camera
.fov
= fov
;
556 player__pre_render( &localplayer
);
558 v3_lerp( localplayer
.cam
.pos
, menu_camera_pos
, menu_opacity
,
560 main_camera
.angles
[0] =
561 vg_alerpf( localplayer
.cam
.angles
[0], menu_camera_angles
[0],
563 main_camera
.angles
[1] =
564 vg_lerpf ( localplayer
.cam
.angles
[1], menu_camera_angles
[1],
567 main_camera
.fov
= vg_lerpf( localplayer
.cam
.fov
, menu_smooth_fov
,
569 main_camera
.nearz
= 0.1f
;
570 main_camera
.farz
= 2100.0f
;
572 camera_update_transform( &main_camera
);
574 if( localplayer
.gate_waiting
){
575 m3x3_mul( localplayer
.basis_gate
, main_camera
.transform
,
576 main_camera
.transform
);
579 m3x3_mul( localplayer
.basis
, main_camera
.transform
,
580 main_camera
.transform
);
583 camera_update_view( &main_camera
);
584 camera_update_projection( &main_camera
);
585 camera_finalize( &main_camera
);
587 /* ========== Begin Frame ========== */
592 glClear( GL_DEPTH_BUFFER_BIT
);
594 glEnable( GL_DEPTH_TEST
);
595 render_player_transparent();
598 present_view_with_post_processing();
601 menu_render_fg( &main_camera
);
603 /* =========== End Frame =========== */
606 VG_STATIC
void vg_render(void)
608 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
610 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
611 glDisable( GL_DEPTH_TEST
);
613 glClearColor( 1.0f
, 0.0f
, 0.0f
, 0.0f
);
614 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
);
618 m4x4_copy( main_camera
.mtx
.pv
, vg
.pv
);
622 glDisable(GL_DEPTH_TEST
);
624 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
627 VG_STATIC
void vg_ui(void)
630 player__im_gui( &localplayer
);
632 world_instance
*world
= get_active_world();
635 render_view_framebuffer_ui();