yed
[carveJwlIkooP6JGAAIwe30JlM.git] / skaterift.c
1 /*
2 * =============================================================================
3 *
4 * Copyright . . . -----, ,----- ,---. .---.
5 * 2021-2023 |\ /| | / | | | | /|
6 * | \ / | +-- / +----- +---' | / |
7 * | \ / | | / | | \ | / |
8 * | \/ | | / | | \ | / |
9 * ' ' '--' [] '----- '----- ' ' '---' SOFTWARE
10 *
11 * =============================================================================
12 */
13
14 #if 1
15
16 #define SR_NETWORKED
17 #define VG_DEVWINDOW
18
19 /*
20 * system headers
21 * --------------------- */
22
23 #include "common.h"
24 #include "conf.h"
25 #include "steam.h"
26 #include "render.h"
27 #include "audio.h"
28
29 #include "world.h"
30
31 #include "font.h"
32 #include "player.h"
33
34 #include "network.h"
35 #include "menu.h"
36 #include "vehicle.h"
37 #include "pointcloud.h"
38
39 /* unity build
40 * ----------------- */
41
42 #include "world.c"
43 #include "player.c"
44 #include "vehicle.c"
45 #include "entity.c"
46 #include "workshop.c"
47 #include "addon.c"
48 #include "highscores.c"
49
50 static struct player_avatar localplayer_avatar;
51 static struct player_model localplayer_models[3];
52
53 int main( int argc, char *argv[] )
54 {
55 vg_mem.use_libc_malloc = 0;
56 vg_set_mem_quota( 160*1024*1024 );
57 vg_enter( argc, argv, "Voyager Game Engine" );
58 return 0;
59 }
60
61 #if 0
62 VG_STATIC void highscores_save_at_exit(void)
63 {
64 highscores_serialize_all();
65 }
66 #endif
67
68 VG_STATIC void vg_launch_opt(void)
69 {
70 }
71
72 VG_STATIC void vg_preload(void)
73 {
74 g_conf_init();
75
76 vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" );
77 vg_info(" 2021-2023 |\\ /| | / | | | | /| \n" );
78 vg_info(" | \\ / | +-- / +----- +---' | / | \n" );
79 vg_info(" | \\ / | | / | | \\ | / | \n" );
80 vg_info(" | \\/ | | / | | \\ | / | \n" );
81 vg_info(" ' ' '--' [] '----- '----- ' ' '---' "
82 "SOFTWARE\n" );
83
84 /* 31.05.23 (hgn): this is only a server feature now */
85 #if 0
86 highscores_init( 2000, 50 );
87 if( !highscores_read() )
88 highscores_create_db();
89 vg_loader_step( NULL, highscores_save_at_exit );
90 #endif
91
92 steam_init();
93 vg_loader_step( NULL, steam_end );
94 vg_loader_step( network_init, network_end );
95 }
96
97 VG_STATIC void load_playermodels(void)
98 {
99 player_model_load( &localplayer_models[0], "models/ch_new.mdl" );
100 player_model_load( &localplayer_models[1], "models/ch_outlaw.mdl" );
101 player_model_load( &localplayer_models[2], "models/ch_jordan.mdl" );
102
103 /* FIXME: hack */
104 shader_model_character_view_register();
105 shader_model_board_view_register();
106 shader_model_entity_register();
107 }
108
109 void temp_update_playermodel(void){
110 player__use_model( &localplayer, &localplayer_models[cl_playermdl_id] );
111 }
112
113 VG_STATIC void async_skaterift_complete( void *payload, u32 size )
114 {
115 localplayer.viewable_world = world_current_instance();
116 localplayer_cmd_respawn( 1, (const char *[]){ "start" } );
117
118 skaterift_end_op();
119 }
120
121 VG_STATIC void vg_load(void)
122 {
123 vg_console_reg_cmd( "changeworld", skaterift_change_world_command, NULL );
124
125 vg_loader_step( render_init, NULL );
126 vg_loader_step( menu_init, NULL );
127 vg_loader_step( pointcloud_init, NULL );
128 vg_loader_step( world_init, NULL );
129 vg_loader_step( vehicle_init, NULL );
130 vg_loader_step( font3d_init, NULL );
131 vg_loader_step( gui_init, NULL );
132
133 vg_loader_step( player_init, NULL );
134 vg_loader_step( player_ragdoll_init, NULL );
135
136 /* content stuff */
137 vg_loader_step( addon_system_init, NULL );
138 vg_loader_step( workshop_init, NULL );
139 vg_loader_step( skateshop_init, NULL );
140
141 /* ----------------- */
142 vg_loader_step( load_playermodels, NULL );
143
144 /* player setup */
145 player__create( &localplayer );
146 player_avatar_load( &localplayer_avatar, "models/ch_new.mdl" );
147 player__use_avatar( &localplayer, &localplayer_avatar );
148 player__use_model( &localplayer, &localplayer_models[cl_playermdl_id] );
149 player__bind( &localplayer );
150
151 /* --------------------- */
152
153 vg_bake_shaders();
154 vg_loader_step( audio_init, audio_free );
155
156 /* 'systems' are completely loaded now */
157
158 /* load home/permanent world manually */
159 world_loader.reg = NULL;
160 strcpy( world_loader.override_name, "mp_spawn" );
161 world_loader.generate_point_cloud = 1;
162 world_loader.world_index = 0;
163 world_load_mdl( "maps/mp_spawn/main.mdl" );
164
165 /* Completing addon registrations
166 * -------------------------------------
167 */
168 vg_msg msg;
169
170 /* understate diy. */
171 addon_reg *spawn = addon_mount_local_addon( "maps/mp_spawn",
172 k_workshop_file_type_world,
173 ".mdl" );
174 vg_msg_init( &msg, spawn->metadata, sizeof(spawn->metadata) );
175 vg_msg_frame( &msg, "workshop" );
176 vg_msg_wkvstr( &msg, "title", "Understate DIY" );
177 vg_msg_end_frame( &msg );
178 vg_msg_wkvstr( &msg, "location", "USA" );
179 spawn->metadata_len = msg.cur;
180
181 /* mtzero island */
182 addon_reg *mtzero = addon_mount_local_addon( "maps/mp_mtzero",
183 k_workshop_file_type_world,
184 ".mdl" );
185 vg_msg_init( &msg, mtzero->metadata, sizeof(mtzero->metadata) );
186 vg_msg_frame( &msg, "workshop" );
187 vg_msg_wkvstr( &msg, "title", "Mt.Zero Island" );
188 vg_msg_end_frame( &msg );
189 vg_msg_wkvstr( &msg, "location", "Australia" );
190 mtzero->metadata_len = msg.cur;
191 global_skateshop.selected_world_id=1;
192 global_skateshop.pointcloud_world_id=1;
193 skateshop_preview_loader_thread( mtzero ); /* HACK */
194
195 vg_async_call( async_addon_reg_update, NULL, 0 );
196 vg_console_load_autos();
197 menu_link();
198 temp_update_playermodel();
199
200 //vg_mem_log( vg_mem.rtmemory, 0, "Root" );
201 vg_async_call( async_skaterift_complete, NULL, 0 );
202 }
203
204 VG_STATIC void draw_origin_axis(void)
205 {
206 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 1.0f, 0.0f, 0.0f }, 0xffff0000 );
207 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 1.0f, 0.0f }, 0xff00ff00 );
208 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 0.0f, 1.0f }, 0xff0000ff );
209 }
210
211 static void skaterift_change_world_preupdate(void);
212 VG_STATIC void vg_update(void)
213 {
214 steam_update();
215 skaterift_preupdate_inputs();
216 if( skaterift.async_op == k_async_op_clientloading ) return;
217 if( skaterift.async_op == k_async_op_world_preloading ){
218 skaterift_change_world_preupdate();
219 }
220
221 draw_origin_axis();
222 network_update();
223
224 player__pre_update( &localplayer );
225 global_skateshop_preupdate();
226
227 world_update( world_current_instance(), localplayer.rb.co );
228 audio_ambient_sprites_update( world_current_instance(), localplayer.rb.co );
229 //gui_helper_action( localplayer.input_use, "\x7f Hello \x1f""A \x1e\x84" );
230 }
231
232 VG_STATIC void vg_update_fixed(void)
233 {
234 if( skaterift.async_op == k_async_op_clientloading ) return;
235
236 world_routes_fixedupdate( world_current_instance() );
237 player__update( &localplayer );
238 vehicle_update_fixed();
239 }
240
241 VG_STATIC void vg_update_post(void)
242 {
243 if( skaterift.async_op == k_async_op_clientloading ) return;
244
245 player__post_update( &localplayer );
246
247 float dist;
248 int sample_index;
249 world_audio_sample_distances( localplayer.rb.co, &sample_index, &dist );
250
251 audio_lock();
252 vg_dsp.echo_distances[sample_index] = dist;
253
254 v3f ears = { 1.0f,0.0f,0.0f };
255 m3x3_mulv( main_camera.transform, ears, ears );
256 v3_copy( ears, vg_audio.external_listener_ears );
257 v3_copy( main_camera.transform[3], vg_audio.external_listener_pos );
258
259 if( localplayer.gate_waiting ){
260 m4x3_mulv( localplayer.gate_waiting->transport,
261 vg_audio.external_listener_pos,
262 vg_audio.external_listener_pos );
263 }
264
265 v3_copy( localplayer.rb.v, vg_audio.external_lister_velocity );
266 audio_unlock();
267
268 vg.time_rate = 1.0f-menu.factive;
269 vehicle_update_post();
270 }
271
272 VG_STATIC void vg_framebuffer_resize( int w, int h )
273 {
274 render_fb_resize();
275 }
276
277 VG_STATIC void present_view_with_post_processing(void)
278 {
279 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
280 glViewport( 0,0, vg.window_x, vg.window_y );
281
282 glEnable(GL_BLEND);
283 glDisable(GL_DEPTH_TEST);
284 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
285 glBlendEquation(GL_FUNC_ADD);
286
287 v2f inverse;
288 render_fb_inverse_ratio( gpipeline.fb_main, inverse );
289
290 if( cl_blur ){
291 shader_blitblur_use();
292 shader_blitblur_uTexMain( 0 );
293 shader_blitblur_uTexMotion( 1 );
294 shader_blitblur_uBlurStrength( cl_blur_strength /
295 (vg.time_frame_delta*60.0) );
296 shader_blitblur_uInverseRatio( inverse );
297
298 v2f menu_blurring;
299 v2_muls( (v2f){ 0.04f, 0.001f }, menu.factive, menu_blurring );
300 shader_blitblur_uOverrideDir( menu_blurring );
301
302 render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
303 render_fb_bind_texture( gpipeline.fb_main, 1, 1 );
304 }
305 else{
306 shader_blit_use();
307 shader_blit_uTexMain( 0 );
308 shader_blit_uInverseRatio( inverse );
309 render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
310 }
311
312 render_fsquad();
313 }
314
315 VG_STATIC void render_player_transparent(void)
316 {
317 static camera small_cam; /* DOES NOT NEED TO BE STATIC BUT MINGW
318 SAIS OTHERWISE */
319
320 m4x3_copy( main_camera.transform, small_cam.transform );
321
322 small_cam.fov = main_camera.fov;
323 small_cam.nearz = 0.05f;
324 small_cam.farz = 60.0f;
325
326 camera_update_view( &small_cam );
327 camera_update_projection( &small_cam );
328 camera_finalize( &small_cam );
329
330 /* Draw player to window buffer and blend background ontop */
331 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
332 glViewport( 0,0, vg.window_x, vg.window_y );
333 player__render( &small_cam, &localplayer );
334 }
335
336 VG_STATIC void render_scene(void)
337 {
338 render_fb_bind( gpipeline.fb_main, 1 );
339 glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
340 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
341
342 /* Draw world */
343 glEnable( GL_DEPTH_TEST );
344
345 world_instance *view_world = localplayer.viewable_world;
346
347 if( view_world == NULL ){
348 glClearColor( 0.25f, 0.25f, 0.0f, 1.0f );
349 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
350 return;
351 }
352
353 for( u32 i=0; i<vg_list_size(world_static.worlds); i++ ){
354 if( world_static.worlds[i].status == k_world_status_loaded ){
355 world_prerender( &world_static.worlds[i] );
356 }
357 }
358
359 render_world( view_world, &main_camera, 0 );
360
361 render_water_texture( view_world, &main_camera, 0 );
362 render_fb_bind( gpipeline.fb_main, 1 );
363 render_water_surface( view_world, &main_camera );
364 }
365
366 VG_STATIC void render_scene_gate_subview(void)
367 {
368 render_fb_bind( gpipeline.fb_main, 1 );
369 world_instance *view_world = localplayer.viewable_world;
370 if( !view_world ) return; /* ??? */
371
372 int depth = 1;
373 if( localplayer.gate_waiting ) depth = 0;
374 render_world_gates( view_world, &main_camera, depth );
375 }
376
377 VG_STATIC void render_main_game(void)
378 {
379 player__pre_render( &localplayer );
380 main_camera.fov = localplayer.cam.fov;
381 v3_copy( localplayer.cam.pos, main_camera.pos );
382 v3_copy( localplayer.cam.angles, main_camera.angles );
383
384 main_camera.nearz = 0.1f;
385 main_camera.farz = 2100.0f;
386
387 camera_update_transform( &main_camera );
388
389 if( localplayer.gate_waiting ){
390 m3x3_mul( localplayer.basis_gate, main_camera.transform,
391 main_camera.transform );
392 }
393 else{
394 m3x3_mul( localplayer.basis, main_camera.transform,
395 main_camera.transform );
396 }
397
398 camera_update_view( &main_camera );
399 camera_update_projection( &main_camera );
400 camera_finalize( &main_camera );
401
402 /* ========== Begin Frame ========== */
403
404 render_scene();
405
406 glEnable( GL_DEPTH_TEST );
407
408 render_player_transparent();
409 render_scene_gate_subview();
410
411 present_view_with_post_processing();
412 /* =========== End Frame =========== */
413 }
414
415 VG_STATIC void vg_render(void)
416 {
417 if( skaterift.async_op == k_async_op_clientloading ){
418 _vg_loader_render();
419 return;
420 }
421
422 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
423
424 glViewport( 0,0, vg.window_x, vg.window_y );
425 glDisable( GL_DEPTH_TEST );
426 glDisable( GL_BLEND );
427
428 glClearColor( 1.0f, 0.0f, 0.0f, 0.0f );
429 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
430
431 render_main_game();
432
433 m4x4_copy( main_camera.mtx.pv, vg.pv );
434
435 /* Other shite */
436 glDisable(GL_BLEND);
437 glDisable(GL_DEPTH_TEST);
438 vg_lines_drawall();
439 glViewport( 0,0, vg.window_x, vg.window_y );
440 gui_draw();
441 }
442
443 VG_STATIC void vg_gui(void)
444 {
445 if( skaterift.async_op == k_async_op_clientloading ) return;
446
447 menu_update();
448 if( menu.active ){
449 glClear( GL_DEPTH_BUFFER_BIT );
450 menu_render();
451 }
452
453 #if 0
454 player__im_gui( &localplayer );
455 #endif
456 world_instance *world = world_current_instance();
457
458 workshop_form_gui();
459 render_view_framebuffer_ui();
460 }
461
462
463 #else
464
465 #include "skaterift_imgui_dev.c"
466
467 #endif