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