small bugs
[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 #include "font.h"
22
23
24
25 #include "player.h"
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" };
30
31 player_instance *tmp_localplayer(void)
32 {
33 return &localplayer;
34 }
35
36 #include "network.h"
37 #include "menu.h"
38 #include "vehicle.h"
39
40 static int cl_ui = 1,
41 cl_light_edit = 0;
42
43 int main( int argc, char *argv[] )
44 {
45 vg_mem.use_libc_malloc = 0;
46 vg_set_mem_quota( 160*1024*1024 );
47 vg_enter( argc, argv, "Voyager Game Engine" );
48
49 return 0;
50 }
51
52 VG_STATIC void highscores_save_at_exit(void)
53 {
54 highscores_serialize_all();
55 }
56
57 VG_STATIC void vg_launch_opt(void)
58 {
59
60 }
61
62 VG_STATIC int __kill( int argc, const char *argv[] )
63 {
64 #if 0
65 player_use_device( &localplayer, &player_device_dead, &localplayer_dead );
66 #endif
67 return 0;
68 }
69
70 VG_STATIC int __respawn( int argc, const char *argv[] )
71 {
72 ent_spawn *rp = NULL, *r;
73 world_instance *world = get_active_world();
74
75 if( argc == 1 ){
76 for( u32 i=0; i<mdl_arrcount(&world->ent_spawn); i++ ){
77 r = mdl_arritm( &world->ent_spawn, i );
78 if( !strcmp( mdl_pstr(&world->meta, r->pstr_name),argv[0] ) ){
79 rp = r;
80 break;
81 }
82 }
83
84 if( !rp )
85 vg_warn( "No spawn named '%s'\n", argv[0] );
86 }
87
88 if( !rp ){
89 float min_dist = INFINITY;
90
91 for( u32 i=0; i<mdl_arrcount(&world->ent_spawn); i++ ){
92 r = mdl_arritm( &world->ent_spawn, i );
93 float d = v3_dist2( r->transform.co, localplayer.rb.co );
94
95 if( d < min_dist ){
96 min_dist = d;
97 rp = r;
98 }
99 }
100 }
101
102 if( !rp ){
103 vg_error( "No spawn found\n" );
104
105 if( !mdl_arrcount(&world->ent_spawn) )
106 return 0;
107
108 rp = mdl_arritm( &world->ent_spawn, 0 );
109 }
110
111 player__spawn( &localplayer, rp );
112 return 1;
113 }
114
115 VG_STATIC void vg_preload(void)
116 {
117 g_conf_init();
118
119 common_var_temp();
120
121 vg_var_push( (struct vg_var){
122 .name = "cl_ui",
123 .data = &cl_ui,
124 .data_type = k_var_dtype_i32,
125 .opt_i32 = { .min=0, .max=1, .clamp=1 },
126 .persistent = 0
127 });
128
129 vg_var_push( (struct vg_var){
130 .name = "ledit",
131 .data = &cl_light_edit,
132 .data_type = k_var_dtype_i32,
133 .opt_i32 = { .min=0, .max=1, .clamp=1 },
134 .persistent = 0
135 });
136
137 vg_function_push( (struct vg_cmd) {
138 .name = "respawn",
139 .function = __respawn,
140 //.poll_suggest = reset_player_poll
141 });
142
143 vg_function_push( (struct vg_cmd) {
144 .name = "ded",
145 .function = __kill,
146 //.poll_suggest = reset_player_poll
147 });
148
149 vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" );
150 vg_info(" 2021-2022 |\\ /| | / | | | | /| \n" );
151 vg_info(" | \\ / | +-- / +----- +---' | / | \n" );
152 vg_info(" | \\ / | | / | | \\ | / | \n" );
153 vg_info(" | \\/ | | / | | \\ | / | \n" );
154 vg_info(" ' ' '--' [] '----- '----- ' ' '---' "
155 "SOFTWARE\n" );
156
157 highscores_init( 2000, 50 );
158 if( !highscores_read() )
159 highscores_create_db();
160
161 vg_loader_step( NULL, highscores_save_at_exit );
162
163 steam_init();
164 vg_loader_step( NULL, steam_end );
165 vg_loader_step( network_init, network_end );
166 }
167
168 VG_STATIC void load_playermodels(void)
169 {
170 vg_linear_clear( vg_mem.scratch );
171
172 /*
173 * load in other player models. This may need to be more sophisticated in
174 * the futre if we have more of these guys
175 */
176 mdl_context ctx_default,
177 ctx_outlaw,
178 ctx_jordan;
179
180 mdl_open( &ctx_default, "models/ch_new.mdl", vg_mem.scratch );
181 mdl_load_metadata_block( &ctx_default, vg_mem.scratch );
182 mdl_load_mesh_block( &ctx_default, vg_mem.scratch );
183 mdl_close( &ctx_default );
184
185 mdl_open( &ctx_outlaw, "models/ch_outlaw.mdl", vg_mem.scratch );
186 mdl_load_metadata_block( &ctx_outlaw, vg_mem.scratch );
187 mdl_load_mesh_block( &ctx_outlaw, vg_mem.scratch );
188 mdl_close( &ctx_outlaw );
189
190 mdl_open( &ctx_jordan, "models/ch_jordan.mdl", vg_mem.scratch );
191 mdl_load_metadata_block( &ctx_jordan, vg_mem.scratch );
192 mdl_load_mesh_block( &ctx_jordan, vg_mem.scratch );
193 mdl_close( &ctx_jordan );
194
195 vg_acquire_thread_sync();
196 {
197 mdl_unpack_glmesh( &ctx_default, &localplayer_meshes[0] );
198 mdl_unpack_glmesh( &ctx_outlaw, &localplayer_meshes[1] );
199 mdl_unpack_glmesh( &ctx_jordan, &localplayer_meshes[2] );
200 }
201 vg_release_thread_sync();
202
203 /* FIXME: hack */
204 shader_model_character_view_register();
205 vg_acquire_thread_sync();
206 {
207 vg_tex2d_init( (vg_tex2d *[]){ &localplayer_texture }, 1 );
208 }
209 vg_release_thread_sync();
210 }
211
212 void temp_update_playermodel(void){
213 player__use_mesh( &localplayer, &localplayer_meshes[cl_playermdl_id] );
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( font3d_init, NULL );
222
223 font3d_load( &world_global.font, "models/rs_font.mdl", vg_mem.rtmemory );
224
225 //vg_loader_step( player_init, NULL );
226 //vg_loader_step( vehicle_init, NULL );
227 //
228 //vg_loader_step( player_model_init, NULL );
229
230 /* ----------------- */
231 vg_loader_step( load_playermodels, NULL );
232
233 /* player setup */
234 player__create( &localplayer );
235 player_avatar_load( &localplayer_avatar, "models/ch_new.mdl" );
236 player__use_avatar( &localplayer, &localplayer_avatar );
237 player__use_mesh( &localplayer, &localplayer_meshes[cl_playermdl_id] );
238 player__use_texture( &localplayer, &localplayer_texture );
239 player__bind( &localplayer );
240
241 /* --------------------- */
242
243 vg_bake_shaders();
244 vg_loader_step( audio_init, audio_free );
245
246 /* 'systems' are completely loaded now */
247
248 /* load home world */
249 //world_load( &world_global.worlds[0], "maps/mp_gridmap.mdl" );
250 world_load( &world_global.worlds[0], "maps/mp_mtzero.mdl" );
251
252 #if 0
253 world_load( &world_global.worlds[1], "maps/mp_gridmap.mdl" );
254 world_link_nonlocal_gates( 0, 1 );
255 world_load( &world_global.worlds[2], "maps/mp_mtzero.mdl" );
256 world_link_nonlocal_gates( 0, 2 );
257 #endif
258
259 vg_console_load_autos();
260 }
261
262 VG_STATIC void vg_start(void)
263 {
264 __respawn( 1, (const char *[]){ "start" } );
265 }
266
267 VG_STATIC void draw_origin_axis(void)
268 {
269 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 1.0f, 0.0f, 0.0f }, 0xffff0000 );
270 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 1.0f, 0.0f }, 0xff00ff00 );
271 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 0.0f, 1.0f }, 0xff0000ff );
272 }
273
274 VG_STATIC void vg_update(void)
275 {
276 steam_update();
277
278 if( vg.is_loaded ){
279 draw_origin_axis();
280 network_update();
281
282 #if 0
283 if( !gzoomer.inside )
284 player_update_pre();
285 #endif
286
287 player__pre_update( &localplayer );
288 world_update( get_active_world(), localplayer.rb.co );
289
290 audio_update();
291 }
292 }
293
294 VG_STATIC void vg_update_fixed(void)
295 {
296 if( vg.is_loaded ){
297 #if 0
298 if( !gzoomer.inside )
299 player_update_fixed();
300
301 vehicle_update_fixed();
302 #endif
303 world_routes_fixedupdate( get_active_world() );
304 player__update( &localplayer );
305 }
306 }
307
308 VG_STATIC void vg_update_post(void)
309 {
310 if( vg.is_loaded )
311 {
312 #if 0
313 if( gzoomer.inside )
314 {
315 vehicle_camera();
316 }
317 else
318 {
319 player_update_post();
320 }
321 #endif
322
323 player__post_update( &localplayer );
324
325
326 float inr3 = 0.57735027,
327 inr2 = 0.70710678118;
328
329 v3f sample_directions[] = {
330 { -1.0f, 0.0f, 0.0f },
331 { 1.0f, 0.0f, 0.0f },
332 { 0.0f, 0.0f, 1.0f },
333 { 0.0f, 0.0f, -1.0f },
334 { 0.0f, 1.0f, 0.0f },
335 { 0.0f, -1.0f, 0.0f },
336 { -inr3, inr3, inr3 },
337 { inr3, inr3, inr3 },
338 { -inr3, inr3, -inr3 },
339 { inr3, inr3, -inr3 },
340 { -inr2, 0.0f, inr2 },
341 { inr2, 0.0f, inr2 },
342 { -inr2, 0.0f, -inr2 },
343 { inr2, 0.0f, -inr2 },
344 };
345
346 static int si = 0;
347 static float distances[16];
348
349 ray_hit ray;
350 ray.dist = 5.0f;
351
352 v3f rc, rd, ro;
353 v3_copy( sample_directions[ si ], rd );
354 v3_add( localplayer.rb.co, (v3f){0.0f,1.5f,0.0f}, ro );
355 v3_copy( ro, rc );
356
357 float dist = 200.0f;
358
359 for( int i=0; i<10; i++ ){
360 if( ray_world( get_active_world(), rc, rd, &ray ) ){
361 dist = (float)i*5.0f + ray.dist;
362 break;
363 }
364 else{
365 v3_muladds( rc, rd, ray.dist, rc );
366 }
367 }
368
369 distances[si] = dist;
370
371
372 for( int i=0; i<14; i++ ){
373 if( distances[i] != 200.0f ){
374 u32 colours[] = { VG__RED, VG__BLUE, VG__GREEN,
375 VG__CYAN, VG__YELOW, VG__PINK,
376 VG__WHITE };
377
378 u32 colour = colours[i%7];
379
380 v3f p1;
381 v3_muladds( ro, sample_directions[i], distances[i], p1 );
382 vg_line( ro, p1, colour );
383 vg_line_pt3( p1, 0.1f, colour );
384 }
385 }
386
387 si ++;
388 if( si >= 14 )
389 si = 0;
390
391
392 /* FIXME: TEMP */
393 audio_lock();
394 vg_dsp.echo_distances[si] = dist;
395
396 v3f ears = { 1.0f,0.0f,0.0f };
397 m3x3_mulv( main_camera.transform, ears, ears );
398 v3_copy( ears, vg_audio.external_listener_ears );
399 v3_copy( main_camera.transform[3], vg_audio.external_listener_pos );
400
401 /* TODO: this is transformed back and fourth twice. */
402 if( localplayer.gate_waiting ){
403 m4x3_mulv( localplayer.gate_waiting->transport,
404 vg_audio.external_listener_pos,
405 vg_audio.external_listener_pos );
406 }
407
408 v3_copy( localplayer.rb.v, vg_audio.external_lister_velocity );
409 audio_unlock();
410
411 menu_update();
412 #if 0
413 vehicle_update_post();
414 #endif
415 }
416 }
417
418 VG_STATIC void vg_framebuffer_resize( int w, int h )
419 {
420 render_fb_resize();
421 }
422
423 VG_STATIC void present_view_with_post_processing(void)
424 {
425 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
426 glViewport( 0,0, vg.window_x, vg.window_y );
427
428 glEnable(GL_BLEND);
429 glDisable(GL_DEPTH_TEST);
430 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
431 glBlendEquation(GL_FUNC_ADD);
432
433 v2f inverse;
434 render_fb_inverse_ratio( gpipeline.fb_main, inverse );
435
436 if( cl_blur ){
437 shader_blitblur_use();
438 shader_blitblur_uTexMain( 0 );
439 shader_blitblur_uTexMotion( 1 );
440 shader_blitblur_uBlurStrength(cl_blur_strength / (vg.frame_delta*60.0f));
441 shader_blitblur_uInverseRatio( inverse );
442
443 v2f menu_blurring;
444 v2_muls( (v2f){ 0.04f, 0.001f }, menu_opacity, menu_blurring );
445 shader_blitblur_uOverrideDir( menu_blurring );
446
447 render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
448 render_fb_bind_texture( gpipeline.fb_main, 1, 1 );
449 }
450 else{
451 shader_blit_use();
452 shader_blit_uTexMain( 0 );
453 shader_blit_uInverseRatio( inverse );
454 render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
455 }
456
457 render_fsquad();
458 }
459
460 VG_STATIC void render_player_transparent(void)
461 {
462 static camera small_cam; /* DOES NOT NEED TO BE STATIC BUT MINGW
463 SAIS OTHERWISE */
464
465 m4x3_copy( main_camera.transform, small_cam.transform );
466
467 small_cam.fov = main_camera.fov;
468 small_cam.nearz = 0.05f;
469 small_cam.farz = 60.0f;
470
471 camera_update_view( &small_cam );
472 camera_update_projection( &small_cam );
473 camera_finalize( &small_cam );
474
475 /* Draw player to window buffer and blend background ontop */
476 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
477 glViewport( 0,0, vg.window_x, vg.window_y );
478 player__render( &small_cam, &localplayer );
479 }
480
481 VG_STATIC void render_scene(void)
482 {
483 render_fb_bind( gpipeline.fb_main, 1 );
484 glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
485 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
486
487 /* Draw world */
488 glEnable( GL_DEPTH_TEST );
489
490 world_instance *view_world = localplayer.viewable_world;
491
492 if( view_world == NULL ){
493 glClearColor( 0.25f, 0.25f, 0.0f, 1.0f );
494 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
495 return;
496 }
497
498 render_world( view_world, &main_camera, 0 );
499
500 render_water_texture( view_world, &main_camera, 0 );
501 render_fb_bind( gpipeline.fb_main, 1 );
502 render_water_surface( view_world, &main_camera );
503
504 int depth = 1;
505 if( localplayer.gate_waiting ) depth = 0;
506 render_world_gates( view_world, &main_camera, depth );
507
508 if( !cl_menu )
509 render_player_transparent();
510 }
511
512 VG_STATIC void render_main_game(void)
513 {
514 #if 0
515 static float fov = 60.0f;
516 float fov_target = vg_lerpf( 90.0f, 110.0f, cl_fov );
517
518 if( player.controller == k_player_controller_skate )
519 fov_target = vg_lerpf( 97.0f, 135.0f, cl_fov );
520
521 if( cl_menu )
522 fov_target = menu_fov_target;
523 fov = vg_lerpf( fov, fov_target, vg.frame_delta * 2.0f );
524 fov = freecam? 60.0f: fov;
525
526 main_camera.fov = fov;
527 #endif
528
529 player__pre_render( &localplayer );
530
531 v3_lerp( localplayer.cam.pos, menu_camera_pos, menu_opacity,
532 main_camera.pos );
533 main_camera.angles[0] =
534 vg_alerpf( localplayer.cam.angles[0], menu_camera_angles[0],
535 menu_opacity );
536 main_camera.angles[1] =
537 vg_lerpf ( localplayer.cam.angles[1], menu_camera_angles[1],
538 menu_opacity );
539
540 main_camera.fov = vg_lerpf( localplayer.cam.fov, menu_smooth_fov,
541 menu_opacity );
542 main_camera.nearz = 0.1f;
543 main_camera.farz = 2100.0f;
544
545 camera_update_transform( &main_camera );
546
547 if( localplayer.gate_waiting ){
548 m3x3_mul( localplayer.basis_gate, main_camera.transform,
549 main_camera.transform );
550 }
551 else{
552 m3x3_mul( localplayer.basis, main_camera.transform,
553 main_camera.transform );
554 }
555
556 camera_update_view( &main_camera );
557 camera_update_projection( &main_camera );
558 camera_finalize( &main_camera );
559
560 /* ========== Begin Frame ========== */
561
562 render_scene();
563
564 if( cl_menu ) {
565 glClear( GL_DEPTH_BUFFER_BIT );
566 menu_render_bg();
567 glEnable( GL_DEPTH_TEST );
568 render_player_transparent();
569 }
570
571 present_view_with_post_processing();
572
573 if( cl_menu )
574 menu_render_fg( &main_camera );
575
576 /* =========== End Frame =========== */
577 }
578
579 VG_STATIC void vg_render(void)
580 {
581 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
582
583 glViewport( 0,0, vg.window_x, vg.window_y );
584 glDisable( GL_DEPTH_TEST );
585
586 glClearColor( 1.0f, 0.0f, 0.0f, 0.0f );
587 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
588
589 render_main_game();
590
591 m4x4_copy( main_camera.mtx.pv, vg.pv );
592
593 /* Other shite */
594 glDisable(GL_BLEND);
595 glDisable(GL_DEPTH_TEST);
596 vg_lines_drawall();
597 glViewport( 0,0, vg.window_x, vg.window_y );
598 }
599
600 VG_STATIC void vg_ui(void)
601 {
602 #if 0
603 player__im_gui( &localplayer );
604 #endif
605 world_instance *world = get_active_world();
606 menu_crap_ui();
607
608 audio_debug_soundscapes();
609 render_view_framebuffer_ui();
610
611 #if 0
612 player_physics_gui();
613 #endif
614 }
615
616 VG_STATIC void run_debug_info(void)
617 {
618 #if 0
619 char buf[40];
620
621 snprintf( buf, 40, "%.2fm/s", v3_length( player.rb.v ) );
622 ui_text( (ui_px [2]){ 0, 0 }, buf, 1, k_text_align_left );
623
624 snprintf( buf, 40, "%.2f %.2f %.2f m/s",
625 player.phys.a[0], player.phys.a[1], player.phys.a[2] );
626 ui_text( (ui_px [2]){ 0, 20 }, buf, 1, k_text_align_left );
627
628 snprintf( buf, 40, "pos %.2f %.2f %.2f",
629 player.phys.rb.co[0], player.phys.rb.co[1], player.phys.rb.co[2] );
630 ui_text( (ui_px [2]){ 0, 40 }, buf, 1, k_text_align_left );
631
632 if( vg_input.controller_handle )
633 {
634 for( int i=0; i<vg_list_size(vg_input.controller_axises); i++ )
635 {
636 snprintf( buf, 40, "%.2f", vg_input.controller_axises[i] );
637 ui_text( (ui_px [2]){ 0, (i+3)*20 }, buf, 1, k_text_align_left );
638 }
639 }
640 else
641 {
642 ui_text( (ui_px [2]){ 0, 60 },
643 "Gamepad not ready", 1, k_text_align_left );
644 }
645 #endif
646 }