LPR - Walk/Anim
[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 #include "common.h"
16 #include "conf.h"
17 #include "steam.h"
18 #include "render.h"
19 #include "audio.h"
20 #include "world.h"
21
22 #if 0
23 #include "player.h"
24 #else
25 #include "player_interface.h"
26 #include "player_device_walk.h"
27 #include "player_model.h"
28
29 /* temp */
30 VG_STATIC player_interface localplayer;
31 VG_STATIC struct player_device_walk localplayer_walk;
32 VG_STATIC struct player_avatar localplayer_avatar;
33 VG_STATIC glmesh localplayer_meshes[3];
34
35 #endif
36
37 #include "network.h"
38
39 #if 0
40 #include "menu.h"
41 #endif
42 #include "vehicle.h"
43
44 static int cl_ui = 1,
45 cl_view_id = 0,
46 cl_light_edit = 0;
47
48 int main( int argc, char *argv[] )
49 {
50 vg_mem.use_libc_malloc = 0;
51 vg_set_mem_quota( 128*1024*1024 );
52 vg_enter( argc, argv, "Voyager Game Engine" );
53
54 return 0;
55 }
56
57 VG_STATIC void highscores_save_at_exit(void)
58 {
59 highscores_serialize_all();
60 }
61
62 VG_STATIC void vg_launch_opt(void)
63 {
64
65 }
66
67 VG_STATIC int __respawn( int argc, const char *argv[] )
68 {
69 struct respawn_point *rp = NULL, *r;
70
71 if( argc == 1 )
72 {
73 for( int i=0; i<world.spawn_count; i++ )
74 {
75 r = &world.spawns[i];
76 if( !strcmp( r->name, argv[0] ) )
77 {
78 rp = r;
79 break;
80 }
81 }
82
83 if( !rp )
84 vg_warn( "No spawn named '%s'\n", argv[0] );
85 }
86
87 if( !rp )
88 {
89 float min_dist = INFINITY;
90
91 for( int i=0; i<world.spawn_count; i++ )
92 {
93 r = &world.spawns[i];
94 float d = v3_dist2( r->co, localplayer.rb.co );
95
96 vg_info( "Dist %s : %f\n", r->name, d );
97 if( d < min_dist )
98 {
99 min_dist = d;
100 rp = r;
101 }
102 }
103 }
104
105 if( !rp )
106 {
107 vg_error( "No spawn found\n" );
108
109 if( !world.spawn_count )
110 return 0;
111
112 rp = &world.spawns[0];
113 }
114
115 player_spawn( &localplayer, rp );
116 return 1;
117 }
118
119 VG_STATIC void vg_preload(void)
120 {
121 g_conf_init();
122
123 vg_var_push( (struct vg_var){
124 .name = "cl_ui",
125 .data = &cl_ui,
126 .data_type = k_var_dtype_i32,
127 .opt_i32 = { .min=0, .max=1, .clamp=1 },
128 .persistent = 0
129 });
130
131 vg_var_push( (struct vg_var){
132 .name = "cl_view_id",
133 .data = &cl_view_id,
134 .data_type = k_var_dtype_i32,
135 .opt_i32 = { .min=0, .max=1, .clamp=1 },
136 .persistent = 0
137 });
138
139 vg_var_push( (struct vg_var){
140 .name = "ledit",
141 .data = &cl_light_edit,
142 .data_type = k_var_dtype_i32,
143 .opt_i32 = { .min=0, .max=1, .clamp=1 },
144 .persistent = 0
145 });
146
147 vg_function_push( (struct vg_cmd) {
148 .name = "respawn",
149 .function = __respawn,
150 //.poll_suggest = reset_player_poll
151 });
152
153 vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" );
154 vg_info(" 2021-2022 |\\ /| | / | | | | /| \n" );
155 vg_info(" | \\ / | +-- / +----- +---' | / | \n" );
156 vg_info(" | \\ / | | / | | \\ | / | \n" );
157 vg_info(" | \\/ | | / | | \\ | / | \n" );
158 vg_info(" ' ' '--' [] '----- '----- ' ' '---' "
159 "SOFTWARE\n" );
160
161 highscores_init( 2000, 50 );
162 if( !highscores_read() )
163 highscores_create_db();
164
165 vg_loader_step( NULL, highscores_save_at_exit );
166
167 steam_init();
168 vg_loader_step( NULL, steam_end );
169 vg_loader_step( network_init, network_end );
170 }
171
172 VG_STATIC void load_playermodels(void)
173 {
174 vg_linear_clear( vg_mem.scratch );
175
176 /*
177 * load in other player models. This may need to be more sophisticated in
178 * the futre if we have more of these guys
179 */
180 mdl_context ctx_default,
181 ctx_outlaw,
182 ctx_jordan;
183
184 mdl_open( &ctx_default, "models/ch_new.mdl" );
185 mdl_load_metadata( &ctx_default, vg_mem.scratch );
186 mdl_load_mesh_data( &ctx_default, vg_mem.scratch );
187 mdl_close( &ctx_default );
188
189 mdl_open( &ctx_outlaw, "models/ch_outlaw.mdl" );
190 mdl_load_metadata( &ctx_outlaw, vg_mem.scratch );
191 mdl_load_mesh_data( &ctx_outlaw, vg_mem.scratch );
192 mdl_close( &ctx_outlaw );
193
194 mdl_open( &ctx_jordan, "models/ch_jordan.mdl" );
195 mdl_load_metadata( &ctx_jordan, vg_mem.scratch );
196 mdl_load_mesh_data( &ctx_jordan, vg_mem.scratch );
197 mdl_close( &ctx_jordan );
198
199 vg_acquire_thread_sync();
200 {
201 mdl_unpack_glmesh( &ctx_default, &localplayer_meshes[0] );
202 mdl_unpack_glmesh( &ctx_outlaw, &localplayer_meshes[1] );
203 mdl_unpack_glmesh( &ctx_jordan, &localplayer_meshes[2] );
204 }
205 vg_release_thread_sync();
206
207 /* FIXME: hack */
208 shader_viewchar_register();
209 vg_acquire_thread_sync();
210 {
211 vg_tex2d_init( (vg_tex2d *[]){ &tex_characters }, 1 );
212 }
213 vg_release_thread_sync();
214 }
215
216 VG_STATIC void vg_load(void)
217 {
218 vg_loader_step( render_init, NULL );
219 //vg_loader_step( menu_init, NULL );
220 vg_loader_step( world_init, NULL );
221 //vg_loader_step( player_init, NULL );
222 //vg_loader_step( vehicle_init, NULL );
223 //
224 //vg_loader_step( player_model_init, NULL );
225
226 /* ----------------- */
227 vg_loader_step( load_playermodels, NULL );
228
229 /* player setup */
230 player_interface_create_player( &localplayer );
231
232 player_avatar_load( &localplayer_avatar, "models/ch_new.mdl" );
233 player_use_avatar( &localplayer, &localplayer_avatar );
234 player_use_mesh( &localplayer, &localplayer_meshes[0] );
235 player_use_device( &localplayer, &player_device_walk, &localplayer_walk );
236
237 /* --------------------- */
238
239 vg_bake_shaders();
240 vg_loader_step( audio_init, audio_free );
241 world_audio_init();
242
243 /* 'systems' are completely loaded now */
244 strcpy( world.world_name, "maps/mp_mtzero.mdl" );
245 strcpy( world.world_name, "maps/mp_gridmap.mdl" );
246 world_load();
247 vg_console_load_autos();
248 }
249
250 VG_STATIC void vg_start(void)
251 {
252 __respawn( 1, (const char *[]){ "start" } );
253 }
254
255 VG_STATIC void draw_origin_axis(void)
256 {
257 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 1.0f, 0.0f, 0.0f }, 0xffff0000 );
258 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 1.0f, 0.0f }, 0xff00ff00 );
259 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 0.0f, 1.0f }, 0xff0000ff );
260 }
261
262 VG_STATIC void vg_update(void)
263 {
264 steam_update();
265
266 if( vg.is_loaded )
267 {
268 draw_origin_axis();
269 network_update();
270
271 #if 0
272 if( !gzoomer.inside )
273 player_update_pre();
274 #endif
275
276 player_pre_update( &localplayer );
277 world_update( localplayer.rb.co );
278 }
279 }
280
281 VG_STATIC void vg_update_fixed(void)
282 {
283 if( vg.is_loaded )
284 {
285 #if 0
286 if( !gzoomer.inside )
287 player_update_fixed();
288
289 vehicle_update_fixed();
290 #endif
291
292 player_update( &localplayer );
293 }
294 }
295
296 VG_STATIC void vg_update_post(void)
297 {
298 if( vg.is_loaded )
299 {
300 #if 0
301 if( gzoomer.inside )
302 {
303 vehicle_camera();
304 }
305 else
306 {
307 player_update_post();
308 }
309 #endif
310
311 player_post_update( &localplayer );
312
313 #if 0
314 menu_update();
315 vehicle_update_post();
316 #endif
317 }
318 }
319
320 VG_STATIC void vg_framebuffer_resize( int w, int h )
321 {
322 render_fb_resize();
323 }
324
325 VG_STATIC void present_view_with_post_processing(void)
326 {
327 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
328
329 glEnable(GL_BLEND);
330 glDisable(GL_DEPTH_TEST);
331 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
332 glBlendEquation(GL_FUNC_ADD);
333
334 if( cl_blur )
335 {
336 shader_blitblur_use();
337 shader_blitblur_uTexMain( 0 );
338 shader_blitblur_uTexMotion( 1 );
339 shader_blitblur_uBlurStrength(cl_blur_strength / (vg.frame_delta*60.0f));
340
341 v2f menu_blurring;
342 //v2_muls( (v2f){ 0.04f, 0.001f }, menu_opacity, menu_blurring );
343 v2_muls( (v2f){ 0.04f, 0.001f }, 0.0f, menu_blurring );
344 shader_blitblur_uOverrideDir( menu_blurring );
345
346 if( cl_view_id == 0 )
347 render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
348 else if( cl_view_id == 1 )
349 render_fb_bind_texture( gpipeline.fb_main, 1, 0 );
350 else
351 render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
352
353 render_fb_bind_texture( gpipeline.fb_main, 1, 1 );
354 }
355 else
356 {
357 shader_blit_use();
358 shader_blit_uTexMain( 0 );
359 render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
360 }
361
362 render_fsquad();
363 }
364
365 VG_STATIC void render_player_transparent(void)
366 {
367 static camera small_cam; /* DOES NOT NEED TO BE STATIC BUT MINGW
368 SAIS OTHERWISE */
369
370 m4x3_copy( main_camera.transform, small_cam.transform );
371
372 small_cam.fov = main_camera.fov;
373 small_cam.nearz = 0.05f;
374 small_cam.farz = 60.0f;
375
376 camera_update_view( &small_cam );
377 camera_update_projection( &small_cam );
378 camera_finalize( &small_cam );
379
380 /* Draw player to window buffer and blend background ontop */
381 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
382 player_render( &small_cam, &localplayer );
383 }
384
385 VG_STATIC void render_scene(void)
386 {
387 render_fb_bind( gpipeline.fb_main );
388 glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
389 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
390
391 /* Draw world */
392 glEnable( GL_DEPTH_TEST );
393
394 render_world( &main_camera );
395
396
397
398 int player_transparent = 1,
399 player_draw = 1;
400
401 if( !player_transparent && player_draw )
402 player_render( &main_camera, &localplayer );
403
404 render_water_texture( &main_camera );
405 render_fb_bind( gpipeline.fb_main );
406 render_water_surface( &main_camera );
407 render_world_gates( &main_camera );
408
409 if( player_transparent && player_draw )
410 render_player_transparent();
411 }
412
413 VG_STATIC void render_menu(void)
414 {
415 glClear( GL_DEPTH_BUFFER_BIT );
416 #if 0
417 menu_render( &main_camera );
418 #endif
419 }
420
421 VG_STATIC void render_main_game(void)
422 {
423 #if 0
424 static float fov = 60.0f;
425 float fov_target = vg_lerpf( 90.0f, 110.0f, cl_fov );
426
427 if( player.controller == k_player_controller_skate )
428 fov_target = vg_lerpf( 97.0f, 135.0f, cl_fov );
429
430 if( cl_menu )
431 fov_target = menu_fov_target;
432 fov = vg_lerpf( fov, fov_target, vg.frame_delta * 2.0f );
433 fov = freecam? 60.0f: fov;
434
435 main_camera.fov = fov;
436 #endif
437
438 /* copy camera from player.
439 * TODO: blend with camera from menu */
440
441 /* FIXME: TEMP!! */
442 player_pre_render( &localplayer );
443
444 v3_copy( localplayer.cam.pos, main_camera.pos );
445 v3_copy( localplayer.cam.angles, main_camera.angles );
446 main_camera.fov = localplayer.cam.fov;
447 main_camera.nearz = 0.1f;
448 main_camera.farz = 2100.0f;
449
450 camera_update_transform( &main_camera );
451 camera_update_view( &main_camera );
452 camera_update_projection( &main_camera );
453 camera_finalize( &main_camera );
454
455 /* ========== Begin Frame ========== */
456
457 render_scene();
458 present_view_with_post_processing();
459
460 #if 0
461 if( cl_menu )
462 {
463 render_menu();
464 render_player_transparent();
465 }
466 #endif
467
468 /* =========== End Frame =========== */
469 }
470
471 VG_STATIC void vg_render(void)
472 {
473 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
474
475 glViewport( 0,0, vg.window_x, vg.window_y );
476 glDisable( GL_DEPTH_TEST );
477
478 glClearColor( 1.0f, 0.0f, 0.0f, 0.0f );
479 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
480
481 render_main_game();
482
483 /* Other shite */
484 glDisable(GL_BLEND);
485 glDisable( GL_DEPTH_TEST );
486 vg_lines_drawall( (float *)main_camera.mtx.pv );
487 glViewport( 0,0, vg.window_x, vg.window_y );
488 }
489
490 VG_STATIC void run_light_widget( struct light_widget *lw );
491 VG_STATIC void vg_ui(void)
492 {
493 player_ui( &localplayer );
494
495 #if 0
496 menu_crap_ui();
497 #endif
498
499 if( cl_light_edit )
500 {
501 vg_uictx.cursor[0] = 10;
502 vg_uictx.cursor[1] = 10;
503 vg_uictx.cursor[2] = 200;
504 vg_uictx.cursor[3] = 20;
505
506 struct ub_world_lighting *wl = &gpipeline.ub_world_lighting;
507 struct ui_slider_vector
508 s5 = { .min=0.0f, .max=2.0f, .len=3, .data=wl->g_ambient_colour };
509
510 struct ui_slider
511 s8 = { .min=0.0f, .max=2.0f, .data = &gpipeline.shadow_spread },
512 s9 = { .min=0.0f, .max=25.0f, .data = &gpipeline.shadow_length };
513
514 for( int i=0; i<3; i++ )
515 run_light_widget( &gpipeline.widgets[i] );
516
517 ui_text( vg_uictx.cursor, "Ambient", 1, 0 );
518 vg_uictx.cursor[1] += 16;
519 ui_slider_vector( &s5 );
520
521 ui_text( vg_uictx.cursor, "Shadows", 1, 0 );
522 vg_uictx.cursor[1] += 16;
523 ui_slider( &s8 );
524 ui_slider( &s9 );
525
526 ui_text( vg_uictx.cursor, "Misc", 1, 0 );
527 vg_uictx.cursor[1] += 16;
528 struct ui_checkbox c1 = {.data = &wl->g_light_preview};
529 ui_checkbox( &c1 );
530
531 render_update_lighting_ub();
532 }
533
534 //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
535 if( cl_ui )
536 {
537 render_world_routes_ui();
538 }
539 //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
540
541 audio_debug_soundscapes();
542 render_view_framebuffer_ui();
543
544 #if 0
545 player_physics_gui();
546 #endif
547 }
548
549 VG_STATIC void run_light_widget( struct light_widget *lw )
550 {
551 struct ui_checkbox c1 = { .data=&lw->enabled };
552
553 ui_checkbox( &c1 );
554
555 if( lw->enabled )
556 {
557 struct ui_slider_vector
558 colour = { .min=0.0f, .max=2.0f, .len=3, .data=lw->colour },
559 dir = { .min=-VG_PIf, .max=VG_PIf, .len=2, .data=lw->dir };
560
561 ui_slider_vector( &colour );
562 vg_uictx.cursor[1] += 4;
563 ui_slider_vector( &dir );
564 }
565 }
566
567 VG_STATIC void run_debug_info(void)
568 {
569 #if 0
570 char buf[40];
571
572 snprintf( buf, 40, "%.2fm/s", v3_length( player.rb.v ) );
573 ui_text( (ui_px [2]){ 0, 0 }, buf, 1, k_text_align_left );
574
575 snprintf( buf, 40, "%.2f %.2f %.2f m/s",
576 player.phys.a[0], player.phys.a[1], player.phys.a[2] );
577 ui_text( (ui_px [2]){ 0, 20 }, buf, 1, k_text_align_left );
578
579 snprintf( buf, 40, "pos %.2f %.2f %.2f",
580 player.phys.rb.co[0], player.phys.rb.co[1], player.phys.rb.co[2] );
581 ui_text( (ui_px [2]){ 0, 40 }, buf, 1, k_text_align_left );
582
583 if( vg_input.controller_handle )
584 {
585 for( int i=0; i<vg_list_size(vg_input.controller_axises); i++ )
586 {
587 snprintf( buf, 40, "%.2f", vg_input.controller_axises[i] );
588 ui_text( (ui_px [2]){ 0, (i+3)*20 }, buf, 1, k_text_align_left );
589 }
590 }
591 else
592 {
593 ui_text( (ui_px [2]){ 0, 60 },
594 "Gamepad not ready", 1, k_text_align_left );
595 }
596 #endif
597 }