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 struct respawn_point
*rp
= NULL
, *r
;
77 world_instance
*world
= get_active_world();
81 for( int i
=0; i
<world
->spawn_count
; i
++ )
83 r
= &world
->spawns
[i
];
84 if( !strcmp( r
->name
, argv
[0] ) )
92 vg_warn( "No spawn named '%s'\n", argv
[0] );
97 float min_dist
= INFINITY
;
99 for( int i
=0; i
<world
->spawn_count
; i
++ )
101 r
= &world
->spawns
[i
];
102 float d
= v3_dist2( r
->co
, localplayer
.rb
.co
);
104 vg_info( "Dist %s : %f\n", r
->name
, d
);
115 vg_error( "No spawn found\n" );
117 if( !world
->spawn_count
)
120 rp
= &world
->spawns
[0];
123 player__spawn( &localplayer
, rp
);
127 VG_STATIC
void vg_preload(void)
133 vg_var_push( (struct vg_var
){
136 .data_type
= k_var_dtype_i32
,
137 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
141 vg_var_push( (struct vg_var
){
142 .name
= "cl_view_id",
144 .data_type
= k_var_dtype_i32
,
145 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
149 vg_var_push( (struct vg_var
){
151 .data
= &cl_light_edit
,
152 .data_type
= k_var_dtype_i32
,
153 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
157 vg_function_push( (struct vg_cmd
) {
159 .function
= __respawn
,
160 //.poll_suggest = reset_player_poll
163 vg_function_push( (struct vg_cmd
) {
166 //.poll_suggest = reset_player_poll
169 vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" );
170 vg_info(" 2021-2022 |\\ /| | / | | | | /| \n" );
171 vg_info(" | \\ / | +-- / +----- +---' | / | \n" );
172 vg_info(" | \\ / | | / | | \\ | / | \n" );
173 vg_info(" | \\/ | | / | | \\ | / | \n" );
174 vg_info(" ' ' '--' [] '----- '----- ' ' '---' "
177 highscores_init( 2000, 50 );
178 if( !highscores_read() )
179 highscores_create_db();
181 vg_loader_step( NULL
, highscores_save_at_exit
);
184 vg_loader_step( NULL
, steam_end
);
185 vg_loader_step( network_init
, network_end
);
188 VG_STATIC
void load_playermodels(void)
190 vg_linear_clear( vg_mem
.scratch
);
193 * load in other player models. This may need to be more sophisticated in
194 * the futre if we have more of these guys
196 mdl_context ctx_default
,
200 mdl_open( &ctx_default
, "models/ch_new.mdl" );
201 mdl_load_metadata( &ctx_default
, vg_mem
.scratch
);
202 mdl_load_mesh_data( &ctx_default
, vg_mem
.scratch
);
203 mdl_close( &ctx_default
);
205 mdl_open( &ctx_outlaw
, "models/ch_outlaw.mdl" );
206 mdl_load_metadata( &ctx_outlaw
, vg_mem
.scratch
);
207 mdl_load_mesh_data( &ctx_outlaw
, vg_mem
.scratch
);
208 mdl_close( &ctx_outlaw
);
210 mdl_open( &ctx_jordan
, "models/ch_jordan.mdl" );
211 mdl_load_metadata( &ctx_jordan
, vg_mem
.scratch
);
212 mdl_load_mesh_data( &ctx_jordan
, vg_mem
.scratch
);
213 mdl_close( &ctx_jordan
);
215 vg_acquire_thread_sync();
217 mdl_unpack_glmesh( &ctx_default
, &localplayer_meshes
[0] );
218 mdl_unpack_glmesh( &ctx_outlaw
, &localplayer_meshes
[1] );
219 mdl_unpack_glmesh( &ctx_jordan
, &localplayer_meshes
[2] );
221 vg_release_thread_sync();
224 shader_model_character_view_register();
225 vg_acquire_thread_sync();
227 vg_tex2d_init( (vg_tex2d
*[]){ &localplayer_texture
}, 1 );
229 vg_release_thread_sync();
232 VG_STATIC
void vg_load(void)
234 vg_loader_step( render_init
, NULL
);
235 //vg_loader_step( menu_init, NULL );
236 vg_loader_step( world_init
, NULL
);
237 //vg_loader_step( player_init, NULL );
238 //vg_loader_step( vehicle_init, NULL );
240 //vg_loader_step( player_model_init, NULL );
242 /* ----------------- */
243 vg_loader_step( load_playermodels
, NULL
);
246 player__create( &localplayer
);
247 player_avatar_load( &localplayer_avatar
, "models/ch_new.mdl" );
248 player__use_avatar( &localplayer
, &localplayer_avatar
);
249 player__use_mesh( &localplayer
, &localplayer_meshes
[0] );
250 player__use_texture( &localplayer
, &localplayer_texture
);
251 player__bind( &localplayer
);
253 /* --------------------- */
256 vg_loader_step( audio_init
, audio_free
);
259 /* 'systems' are completely loaded now */
261 strcpy( world
.world_name
, "maps/mp_mtzero.mdl" );
262 strcpy( world
.world_name
, "maps/mp_gridmap.mdl" );
265 /* load home world */
266 world_load( &world_global
.worlds
[0], "maps/mp_home.mdl" );
267 world_load( &world_global
.worlds
[1], "maps/mp_gridmap.mdl" );
268 world_load( &world_global
.worlds
[2], "maps/mp_mtzero.mdl" );
269 world_link_nonlocal_gates( 0, 1 );
270 world_link_nonlocal_gates( 0, 2 );
272 vg_console_load_autos();
275 VG_STATIC
void vg_start(void)
277 __respawn( 1, (const char *[]){ "start" } );
280 VG_STATIC
void draw_origin_axis(void)
282 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 1.0f
, 0.0f
, 0.0f
}, 0xffff0000 );
283 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 0.0f
, 1.0f
, 0.0f
}, 0xff00ff00 );
284 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 0.0f
, 0.0f
, 1.0f
}, 0xff0000ff );
287 VG_STATIC
void vg_update(void)
297 if( !gzoomer
.inside
)
301 player__pre_update( &localplayer
);
302 world_update( get_active_world(), localplayer
.rb
.co
);
306 VG_STATIC
void vg_update_fixed(void)
311 if( !gzoomer
.inside
)
312 player_update_fixed();
314 vehicle_update_fixed();
317 player__update( &localplayer
);
321 VG_STATIC
void vg_update_post(void)
332 player_update_post();
336 player__post_update( &localplayer
);
340 vehicle_update_post();
345 VG_STATIC
void vg_framebuffer_resize( int w
, int h
)
350 VG_STATIC
void present_view_with_post_processing(void)
352 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
355 glDisable(GL_DEPTH_TEST
);
356 glBlendFunc(GL_ONE_MINUS_DST_ALPHA
, GL_DST_ALPHA
);
357 glBlendEquation(GL_FUNC_ADD
);
361 shader_blitblur_use();
362 shader_blitblur_uTexMain( 0 );
363 shader_blitblur_uTexMotion( 1 );
364 shader_blitblur_uBlurStrength(cl_blur_strength
/ (vg
.frame_delta
*60.0f
));
367 //v2_muls( (v2f){ 0.04f, 0.001f }, menu_opacity, menu_blurring );
368 v2_muls( (v2f
){ 0.04f
, 0.001f
}, 0.0f
, menu_blurring
);
369 shader_blitblur_uOverrideDir( menu_blurring
);
371 if( cl_view_id
== 0 )
372 render_fb_bind_texture( gpipeline
.fb_main
, 0, 0 );
373 else if( cl_view_id
== 1 )
374 render_fb_bind_texture( gpipeline
.fb_main
, 1, 0 );
376 render_fb_bind_texture( gpipeline
.fb_main
, 0, 0 );
378 render_fb_bind_texture( gpipeline
.fb_main
, 1, 1 );
383 shader_blit_uTexMain( 0 );
384 render_fb_bind_texture( gpipeline
.fb_main
, 0, 0 );
390 VG_STATIC
void render_player_transparent(void)
392 static camera small_cam
; /* DOES NOT NEED TO BE STATIC BUT MINGW
395 m4x3_copy( main_camera
.transform
, small_cam
.transform
);
397 small_cam
.fov
= main_camera
.fov
;
398 small_cam
.nearz
= 0.05f
;
399 small_cam
.farz
= 60.0f
;
401 camera_update_view( &small_cam
);
402 camera_update_projection( &small_cam
);
403 camera_finalize( &small_cam
);
405 /* Draw player to window buffer and blend background ontop */
406 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
407 player__render( &small_cam
, &localplayer
);
410 VG_STATIC
void render_scene(void)
412 render_fb_bind( gpipeline
.fb_main
);
413 glClearColor( 0.0f
, 0.0f
, 0.0f
, 1.0f
);
414 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
|GL_STENCIL_BUFFER_BIT
);
417 glEnable( GL_DEPTH_TEST
);
419 world_instance
*view_world
= localplayer
.viewable_world
;
420 render_world( view_world
, &main_camera
);
422 int player_transparent
= 1,
426 if( (localplayer
.subsystem
== k_player_subsystem_dead
) ||
427 (localplayer
.camera_mode
== k_cam_thirdperson
) )
428 player_transparent
= 0;
431 if( !player_transparent
&& player_draw
)
432 player__render( &main_camera
, &localplayer
);
435 render_water_texture( view_world
, &main_camera
);
436 render_fb_bind( gpipeline
.fb_main
);
437 render_water_surface( view_world
, &main_camera
);
438 render_world_gates( view_world
, &main_camera
);
440 if( player_transparent
&& player_draw
)
441 render_player_transparent();
444 VG_STATIC
void render_menu(void)
446 glClear( GL_DEPTH_BUFFER_BIT
);
448 menu_render( &main_camera
);
452 VG_STATIC
void render_main_game(void)
455 static float fov
= 60.0f
;
456 float fov_target
= vg_lerpf( 90.0f
, 110.0f
, cl_fov
);
458 if( player
.controller
== k_player_controller_skate
)
459 fov_target
= vg_lerpf( 97.0f
, 135.0f
, cl_fov
);
462 fov_target
= menu_fov_target
;
463 fov
= vg_lerpf( fov
, fov_target
, vg
.frame_delta
* 2.0f
);
464 fov
= freecam
? 60.0f
: fov
;
466 main_camera
.fov
= fov
;
469 /* copy camera from player.
470 * TODO: blend with camera from menu */
473 player__pre_render( &localplayer
);
475 v3_copy( localplayer
.cam
.pos
, main_camera
.pos
);
476 v3_copy( localplayer
.cam
.angles
, main_camera
.angles
);
477 main_camera
.fov
= localplayer
.cam
.fov
;
478 main_camera
.nearz
= 0.1f
;
479 main_camera
.farz
= 2100.0f
;
481 camera_update_transform( &main_camera
);
483 if( localplayer
.gate_waiting
)
485 m3x3_mul( localplayer
.basis_gate
, main_camera
.transform
,
486 main_camera
.transform
);
490 m3x3_mul( localplayer
.basis
, main_camera
.transform
,
491 main_camera
.transform
);
494 camera_update_view( &main_camera
);
495 camera_update_projection( &main_camera
);
496 camera_finalize( &main_camera
);
498 /* ========== Begin Frame ========== */
501 present_view_with_post_processing();
507 render_player_transparent();
511 /* =========== End Frame =========== */
514 VG_STATIC
void vg_render(void)
516 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
518 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
519 glDisable( GL_DEPTH_TEST
);
521 glClearColor( 1.0f
, 0.0f
, 0.0f
, 0.0f
);
522 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
);
528 glDisable( GL_DEPTH_TEST
);
529 vg_lines_drawall( (float *)main_camera
.mtx
.pv
);
530 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
533 VG_STATIC
void run_light_widget( struct light_widget
*lw
);
534 VG_STATIC
void vg_ui(void)
536 player__im_gui( &localplayer
);
537 world_instance
*world
= get_active_world();
546 vg_uictx
.cursor
[0] = 10;
547 vg_uictx
.cursor
[1] = 10;
548 vg_uictx
.cursor
[2] = 200;
549 vg_uictx
.cursor
[3] = 20;
551 struct ub_world_lighting
*wl
= &gpipeline
.ub_world_lighting
;
552 struct ui_slider_vector
553 s5
= { .min
=0.0f
, .max
=2.0f
, .len
=3, .data
=wl
->g_ambient_colour
};
556 s8
= { .min
=0.0f
, .max
=2.0f
, .data
= &gpipeline
.shadow_spread
},
557 s9
= { .min
=0.0f
, .max
=25.0f
, .data
= &gpipeline
.shadow_length
};
559 for( int i
=0; i
<3; i
++ )
560 run_light_widget( &gpipeline
.widgets
[i
] );
562 ui_text( vg_uictx
.cursor
, "Ambient", 1, 0 );
563 vg_uictx
.cursor
[1] += 16;
564 ui_slider_vector( &s5
);
566 ui_text( vg_uictx
.cursor
, "Shadows", 1, 0 );
567 vg_uictx
.cursor
[1] += 16;
571 ui_text( vg_uictx
.cursor
, "Misc", 1, 0 );
572 vg_uictx
.cursor
[1] += 16;
573 struct ui_checkbox c1
= {.data
= &wl
->g_light_preview
};
576 render_update_lighting_ub();
580 //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
583 render_world_routes_ui( world
);
585 //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
587 audio_debug_soundscapes();
588 render_view_framebuffer_ui();
591 player_physics_gui();
595 VG_STATIC
void run_light_widget( struct light_widget
*lw
)
597 struct ui_checkbox c1
= { .data
=&lw
->enabled
};
603 struct ui_slider_vector
604 colour
= { .min
=0.0f
, .max
=2.0f
, .len
=3, .data
=lw
->colour
},
605 dir
= { .min
=-VG_PIf
, .max
=VG_PIf
, .len
=2, .data
=lw
->dir
};
607 ui_slider_vector( &colour
);
608 vg_uictx
.cursor
[1] += 4;
609 ui_slider_vector( &dir
);
613 VG_STATIC
void run_debug_info(void)
618 snprintf( buf
, 40, "%.2fm/s", v3_length( player
.rb
.v
) );
619 ui_text( (ui_px
[2]){ 0, 0 }, buf
, 1, k_text_align_left
);
621 snprintf( buf
, 40, "%.2f %.2f %.2f m/s",
622 player
.phys
.a
[0], player
.phys
.a
[1], player
.phys
.a
[2] );
623 ui_text( (ui_px
[2]){ 0, 20 }, buf
, 1, k_text_align_left
);
625 snprintf( buf
, 40, "pos %.2f %.2f %.2f",
626 player
.phys
.rb
.co
[0], player
.phys
.rb
.co
[1], player
.phys
.rb
.co
[2] );
627 ui_text( (ui_px
[2]){ 0, 40 }, buf
, 1, k_text_align_left
);
629 if( vg_input
.controller_handle
)
631 for( int i
=0; i
<vg_list_size(vg_input
.controller_axises
); i
++ )
633 snprintf( buf
, 40, "%.2f", vg_input
.controller_axises
[i
] );
634 ui_text( (ui_px
[2]){ 0, (i
+3)*20 }, buf
, 1, k_text_align_left
);
639 ui_text( (ui_px
[2]){ 0, 60 },
640 "Gamepad not ready", 1, k_text_align_left
);