longjump gates
[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
23
24 #include "player.h"
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" };
29
30
31
32
33
34
35 #include "network.h"
36
37 #if 0
38 #include "menu.h"
39 #endif
40 #include "vehicle.h"
41
42 static int cl_ui = 1,
43 cl_view_id = 0,
44 cl_light_edit = 0;
45
46 int main( int argc, char *argv[] )
47 {
48 vg_mem.use_libc_malloc = 0;
49 vg_set_mem_quota( 160*1024*1024 );
50 vg_enter( argc, argv, "Voyager Game Engine" );
51
52 return 0;
53 }
54
55 VG_STATIC void highscores_save_at_exit(void)
56 {
57 highscores_serialize_all();
58 }
59
60 VG_STATIC void vg_launch_opt(void)
61 {
62
63 }
64
65 VG_STATIC int __kill( int argc, const char *argv[] )
66 {
67 #if 0
68 player_use_device( &localplayer, &player_device_dead, &localplayer_dead );
69 #endif
70 return 0;
71 }
72
73 VG_STATIC int __respawn( int argc, const char *argv[] )
74 {
75 struct respawn_point *rp = NULL, *r;
76
77 world_instance *world = get_active_world();
78
79 if( argc == 1 )
80 {
81 for( int i=0; i<world->spawn_count; i++ )
82 {
83 r = &world->spawns[i];
84 if( !strcmp( r->name, argv[0] ) )
85 {
86 rp = r;
87 break;
88 }
89 }
90
91 if( !rp )
92 vg_warn( "No spawn named '%s'\n", argv[0] );
93 }
94
95 if( !rp )
96 {
97 float min_dist = INFINITY;
98
99 for( int i=0; i<world->spawn_count; i++ )
100 {
101 r = &world->spawns[i];
102 float d = v3_dist2( r->co, localplayer.rb.co );
103
104 vg_info( "Dist %s : %f\n", r->name, d );
105 if( d < min_dist )
106 {
107 min_dist = d;
108 rp = r;
109 }
110 }
111 }
112
113 if( !rp )
114 {
115 vg_error( "No spawn found\n" );
116
117 if( !world->spawn_count )
118 return 0;
119
120 rp = &world->spawns[0];
121 }
122
123 player__spawn( &localplayer, rp );
124 return 1;
125 }
126
127 VG_STATIC void vg_preload(void)
128 {
129 g_conf_init();
130
131 common_var_temp();
132
133 vg_var_push( (struct vg_var){
134 .name = "cl_ui",
135 .data = &cl_ui,
136 .data_type = k_var_dtype_i32,
137 .opt_i32 = { .min=0, .max=1, .clamp=1 },
138 .persistent = 0
139 });
140
141 vg_var_push( (struct vg_var){
142 .name = "cl_view_id",
143 .data = &cl_view_id,
144 .data_type = k_var_dtype_i32,
145 .opt_i32 = { .min=0, .max=1, .clamp=1 },
146 .persistent = 0
147 });
148
149 vg_var_push( (struct vg_var){
150 .name = "ledit",
151 .data = &cl_light_edit,
152 .data_type = k_var_dtype_i32,
153 .opt_i32 = { .min=0, .max=1, .clamp=1 },
154 .persistent = 0
155 });
156
157 vg_function_push( (struct vg_cmd) {
158 .name = "respawn",
159 .function = __respawn,
160 //.poll_suggest = reset_player_poll
161 });
162
163 vg_function_push( (struct vg_cmd) {
164 .name = "ded",
165 .function = __kill,
166 //.poll_suggest = reset_player_poll
167 });
168
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(" ' ' '--' [] '----- '----- ' ' '---' "
175 "SOFTWARE\n" );
176
177 highscores_init( 2000, 50 );
178 if( !highscores_read() )
179 highscores_create_db();
180
181 vg_loader_step( NULL, highscores_save_at_exit );
182
183 steam_init();
184 vg_loader_step( NULL, steam_end );
185 vg_loader_step( network_init, network_end );
186 }
187
188 VG_STATIC void load_playermodels(void)
189 {
190 vg_linear_clear( vg_mem.scratch );
191
192 /*
193 * load in other player models. This may need to be more sophisticated in
194 * the futre if we have more of these guys
195 */
196 mdl_context ctx_default,
197 ctx_outlaw,
198 ctx_jordan;
199
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 );
204
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 );
209
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 );
214
215 vg_acquire_thread_sync();
216 {
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] );
220 }
221 vg_release_thread_sync();
222
223 /* FIXME: hack */
224 shader_model_character_view_register();
225 vg_acquire_thread_sync();
226 {
227 vg_tex2d_init( (vg_tex2d *[]){ &localplayer_texture }, 1 );
228 }
229 vg_release_thread_sync();
230 }
231
232 VG_STATIC void vg_load(void)
233 {
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 );
239 //
240 //vg_loader_step( player_model_init, NULL );
241
242 /* ----------------- */
243 vg_loader_step( load_playermodels, NULL );
244
245 /* player setup */
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 );
252
253 /* --------------------- */
254
255 vg_bake_shaders();
256 vg_loader_step( audio_init, audio_free );
257 world_audio_init();
258
259 /* 'systems' are completely loaded now */
260 #if 0
261 strcpy( world.world_name, "maps/mp_mtzero.mdl" );
262 strcpy( world.world_name, "maps/mp_gridmap.mdl" );
263 #endif
264
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_link_nonlocal_gates( 0, 1 );
269
270 vg_console_load_autos();
271 }
272
273 VG_STATIC void vg_start(void)
274 {
275 __respawn( 1, (const char *[]){ "start" } );
276 }
277
278 VG_STATIC void draw_origin_axis(void)
279 {
280 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 1.0f, 0.0f, 0.0f }, 0xffff0000 );
281 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 1.0f, 0.0f }, 0xff00ff00 );
282 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 0.0f, 1.0f }, 0xff0000ff );
283 }
284
285 VG_STATIC void vg_update(void)
286 {
287 steam_update();
288
289 if( vg.is_loaded )
290 {
291 draw_origin_axis();
292 network_update();
293
294 #if 0
295 if( !gzoomer.inside )
296 player_update_pre();
297 #endif
298
299 player__pre_update( &localplayer );
300 world_update( get_active_world(), localplayer.rb.co );
301 }
302 }
303
304 VG_STATIC void vg_update_fixed(void)
305 {
306 if( vg.is_loaded )
307 {
308 #if 0
309 if( !gzoomer.inside )
310 player_update_fixed();
311
312 vehicle_update_fixed();
313 #endif
314
315 player__update( &localplayer );
316 }
317 }
318
319 VG_STATIC void vg_update_post(void)
320 {
321 if( vg.is_loaded )
322 {
323 #if 0
324 if( gzoomer.inside )
325 {
326 vehicle_camera();
327 }
328 else
329 {
330 player_update_post();
331 }
332 #endif
333
334 player__post_update( &localplayer );
335
336 #if 0
337 menu_update();
338 vehicle_update_post();
339 #endif
340 }
341 }
342
343 VG_STATIC void vg_framebuffer_resize( int w, int h )
344 {
345 render_fb_resize();
346 }
347
348 VG_STATIC void present_view_with_post_processing(void)
349 {
350 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
351
352 glEnable(GL_BLEND);
353 glDisable(GL_DEPTH_TEST);
354 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
355 glBlendEquation(GL_FUNC_ADD);
356
357 if( cl_blur )
358 {
359 shader_blitblur_use();
360 shader_blitblur_uTexMain( 0 );
361 shader_blitblur_uTexMotion( 1 );
362 shader_blitblur_uBlurStrength(cl_blur_strength / (vg.frame_delta*60.0f));
363
364 v2f menu_blurring;
365 //v2_muls( (v2f){ 0.04f, 0.001f }, menu_opacity, menu_blurring );
366 v2_muls( (v2f){ 0.04f, 0.001f }, 0.0f, menu_blurring );
367 shader_blitblur_uOverrideDir( menu_blurring );
368
369 if( cl_view_id == 0 )
370 render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
371 else if( cl_view_id == 1 )
372 render_fb_bind_texture( gpipeline.fb_main, 1, 0 );
373 else
374 render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
375
376 render_fb_bind_texture( gpipeline.fb_main, 1, 1 );
377 }
378 else
379 {
380 shader_blit_use();
381 shader_blit_uTexMain( 0 );
382 render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
383 }
384
385 render_fsquad();
386 }
387
388 VG_STATIC void render_player_transparent(void)
389 {
390 static camera small_cam; /* DOES NOT NEED TO BE STATIC BUT MINGW
391 SAIS OTHERWISE */
392
393 m4x3_copy( main_camera.transform, small_cam.transform );
394
395 small_cam.fov = main_camera.fov;
396 small_cam.nearz = 0.05f;
397 small_cam.farz = 60.0f;
398
399 camera_update_view( &small_cam );
400 camera_update_projection( &small_cam );
401 camera_finalize( &small_cam );
402
403 /* Draw player to window buffer and blend background ontop */
404 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
405 player__render( &small_cam, &localplayer );
406 }
407
408 VG_STATIC void render_scene(void)
409 {
410 render_fb_bind( gpipeline.fb_main );
411 glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
412 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
413
414 /* Draw world */
415 glEnable( GL_DEPTH_TEST );
416
417 world_instance *view_world = localplayer.viewable_world;
418 render_world( view_world, &main_camera );
419
420 int player_transparent = 1,
421 player_draw = 1;
422
423 #if 0
424 if( (localplayer.subsystem == k_player_subsystem_dead) ||
425 (localplayer.camera_mode == k_cam_thirdperson) )
426 player_transparent = 0;
427 #endif
428
429 if( !player_transparent && player_draw )
430 player__render( &main_camera, &localplayer );
431
432
433 render_water_texture( view_world, &main_camera );
434 render_fb_bind( gpipeline.fb_main );
435 render_water_surface( view_world, &main_camera );
436 render_world_gates( view_world, &main_camera );
437
438 if( player_transparent && player_draw )
439 render_player_transparent();
440 }
441
442 VG_STATIC void render_menu(void)
443 {
444 glClear( GL_DEPTH_BUFFER_BIT );
445 #if 0
446 menu_render( &main_camera );
447 #endif
448 }
449
450 VG_STATIC void render_main_game(void)
451 {
452 #if 0
453 static float fov = 60.0f;
454 float fov_target = vg_lerpf( 90.0f, 110.0f, cl_fov );
455
456 if( player.controller == k_player_controller_skate )
457 fov_target = vg_lerpf( 97.0f, 135.0f, cl_fov );
458
459 if( cl_menu )
460 fov_target = menu_fov_target;
461 fov = vg_lerpf( fov, fov_target, vg.frame_delta * 2.0f );
462 fov = freecam? 60.0f: fov;
463
464 main_camera.fov = fov;
465 #endif
466
467 /* copy camera from player.
468 * TODO: blend with camera from menu */
469
470 /* FIXME: TEMP!! */
471 player__pre_render( &localplayer );
472
473 v3_copy( localplayer.cam.pos, main_camera.pos );
474 v3_copy( localplayer.cam.angles, main_camera.angles );
475 main_camera.fov = localplayer.cam.fov;
476 main_camera.nearz = 0.1f;
477 main_camera.farz = 2100.0f;
478
479 camera_update_transform( &main_camera );
480
481 if( localplayer.gate_waiting )
482 {
483 m3x3_mul( localplayer.basis_gate, main_camera.transform,
484 main_camera.transform );
485 }
486 else
487 {
488 m3x3_mul( localplayer.basis, main_camera.transform,
489 main_camera.transform );
490 }
491
492 camera_update_view( &main_camera );
493 camera_update_projection( &main_camera );
494 camera_finalize( &main_camera );
495
496 /* ========== Begin Frame ========== */
497
498 render_scene();
499 present_view_with_post_processing();
500
501 #if 0
502 if( cl_menu )
503 {
504 render_menu();
505 render_player_transparent();
506 }
507 #endif
508
509 /* =========== End Frame =========== */
510 }
511
512 VG_STATIC void vg_render(void)
513 {
514 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
515
516 glViewport( 0,0, vg.window_x, vg.window_y );
517 glDisable( GL_DEPTH_TEST );
518
519 glClearColor( 1.0f, 0.0f, 0.0f, 0.0f );
520 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
521
522 render_main_game();
523
524 /* Other shite */
525 glDisable(GL_BLEND);
526 glDisable( GL_DEPTH_TEST );
527 vg_lines_drawall( (float *)main_camera.mtx.pv );
528 glViewport( 0,0, vg.window_x, vg.window_y );
529 }
530
531 VG_STATIC void run_light_widget( struct light_widget *lw );
532 VG_STATIC void vg_ui(void)
533 {
534 player__im_gui( &localplayer );
535 world_instance *world = get_active_world();
536
537 #if 0
538 menu_crap_ui();
539 #endif
540
541 #if 0
542 if( cl_light_edit )
543 {
544 vg_uictx.cursor[0] = 10;
545 vg_uictx.cursor[1] = 10;
546 vg_uictx.cursor[2] = 200;
547 vg_uictx.cursor[3] = 20;
548
549 struct ub_world_lighting *wl = &gpipeline.ub_world_lighting;
550 struct ui_slider_vector
551 s5 = { .min=0.0f, .max=2.0f, .len=3, .data=wl->g_ambient_colour };
552
553 struct ui_slider
554 s8 = { .min=0.0f, .max=2.0f, .data = &gpipeline.shadow_spread },
555 s9 = { .min=0.0f, .max=25.0f, .data = &gpipeline.shadow_length };
556
557 for( int i=0; i<3; i++ )
558 run_light_widget( &gpipeline.widgets[i] );
559
560 ui_text( vg_uictx.cursor, "Ambient", 1, 0 );
561 vg_uictx.cursor[1] += 16;
562 ui_slider_vector( &s5 );
563
564 ui_text( vg_uictx.cursor, "Shadows", 1, 0 );
565 vg_uictx.cursor[1] += 16;
566 ui_slider( &s8 );
567 ui_slider( &s9 );
568
569 ui_text( vg_uictx.cursor, "Misc", 1, 0 );
570 vg_uictx.cursor[1] += 16;
571 struct ui_checkbox c1 = {.data = &wl->g_light_preview};
572 ui_checkbox( &c1 );
573
574 render_update_lighting_ub();
575 }
576 #endif
577
578 //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
579 if( cl_ui )
580 {
581 render_world_routes_ui( world );
582 }
583 //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
584
585 audio_debug_soundscapes();
586 render_view_framebuffer_ui();
587
588 #if 0
589 player_physics_gui();
590 #endif
591 }
592
593 VG_STATIC void run_light_widget( struct light_widget *lw )
594 {
595 struct ui_checkbox c1 = { .data=&lw->enabled };
596
597 ui_checkbox( &c1 );
598
599 if( lw->enabled )
600 {
601 struct ui_slider_vector
602 colour = { .min=0.0f, .max=2.0f, .len=3, .data=lw->colour },
603 dir = { .min=-VG_PIf, .max=VG_PIf, .len=2, .data=lw->dir };
604
605 ui_slider_vector( &colour );
606 vg_uictx.cursor[1] += 4;
607 ui_slider_vector( &dir );
608 }
609 }
610
611 VG_STATIC void run_debug_info(void)
612 {
613 #if 0
614 char buf[40];
615
616 snprintf( buf, 40, "%.2fm/s", v3_length( player.rb.v ) );
617 ui_text( (ui_px [2]){ 0, 0 }, buf, 1, k_text_align_left );
618
619 snprintf( buf, 40, "%.2f %.2f %.2f m/s",
620 player.phys.a[0], player.phys.a[1], player.phys.a[2] );
621 ui_text( (ui_px [2]){ 0, 20 }, buf, 1, k_text_align_left );
622
623 snprintf( buf, 40, "pos %.2f %.2f %.2f",
624 player.phys.rb.co[0], player.phys.rb.co[1], player.phys.rb.co[2] );
625 ui_text( (ui_px [2]){ 0, 40 }, buf, 1, k_text_align_left );
626
627 if( vg_input.controller_handle )
628 {
629 for( int i=0; i<vg_list_size(vg_input.controller_axises); i++ )
630 {
631 snprintf( buf, 40, "%.2f", vg_input.controller_axises[i] );
632 ui_text( (ui_px [2]){ 0, (i+3)*20 }, buf, 1, k_text_align_left );
633 }
634 }
635 else
636 {
637 ui_text( (ui_px [2]){ 0, 60 },
638 "Gamepad not ready", 1, k_text_align_left );
639 }
640 #endif
641 }