2 * =============================================================================
4 * Copyright . . . -----, ,----- ,---. .---.
5 * 2021-2023 |\ /| | / | | | | /|
6 * | \ / | +-- / +----- +---' | / |
7 * | \ / | | / | | \ | / |
8 * | \/ | | / | | \ | / |
9 * ' ' '--' [] '----- '----- ' ' '---' SOFTWARE
11 * =============================================================================
25 #include "player_interface.h"
26 #include "player_device_walk.h"
27 #include "player_device_skate.h"
28 #include "player_model.h"
31 VG_STATIC player_interface localplayer
;
32 VG_STATIC
struct player_device_walk localplayer_walk
;
33 VG_STATIC
struct player_device_skate localplayer_skate
;
34 VG_STATIC
struct player_avatar localplayer_avatar
;
35 VG_STATIC glmesh localplayer_meshes
[3];
50 int main( int argc
, char *argv
[] )
52 vg_mem
.use_libc_malloc
= 0;
53 vg_set_mem_quota( 128*1024*1024 );
54 vg_enter( argc
, argv
, "Voyager Game Engine" );
59 VG_STATIC
void highscores_save_at_exit(void)
61 highscores_serialize_all();
64 VG_STATIC
void vg_launch_opt(void)
69 VG_STATIC
int __respawn( int argc
, const char *argv
[] )
71 struct respawn_point
*rp
= NULL
, *r
;
75 for( int i
=0; i
<world
.spawn_count
; i
++ )
78 if( !strcmp( r
->name
, argv
[0] ) )
86 vg_warn( "No spawn named '%s'\n", argv
[0] );
91 float min_dist
= INFINITY
;
93 for( int i
=0; i
<world
.spawn_count
; i
++ )
96 float d
= v3_dist2( r
->co
, localplayer
.rb
.co
);
98 vg_info( "Dist %s : %f\n", r
->name
, d
);
109 vg_error( "No spawn found\n" );
111 if( !world
.spawn_count
)
114 rp
= &world
.spawns
[0];
117 player_spawn( &localplayer
, rp
);
121 VG_STATIC
void vg_preload(void)
125 vg_var_push( (struct vg_var
){
128 .data_type
= k_var_dtype_i32
,
129 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
133 vg_var_push( (struct vg_var
){
134 .name
= "cl_view_id",
136 .data_type
= k_var_dtype_i32
,
137 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
141 vg_var_push( (struct vg_var
){
143 .data
= &cl_light_edit
,
144 .data_type
= k_var_dtype_i32
,
145 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
149 vg_function_push( (struct vg_cmd
) {
151 .function
= __respawn
,
152 //.poll_suggest = reset_player_poll
155 vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" );
156 vg_info(" 2021-2022 |\\ /| | / | | | | /| \n" );
157 vg_info(" | \\ / | +-- / +----- +---' | / | \n" );
158 vg_info(" | \\ / | | / | | \\ | / | \n" );
159 vg_info(" | \\/ | | / | | \\ | / | \n" );
160 vg_info(" ' ' '--' [] '----- '----- ' ' '---' "
163 highscores_init( 2000, 50 );
164 if( !highscores_read() )
165 highscores_create_db();
167 vg_loader_step( NULL
, highscores_save_at_exit
);
170 vg_loader_step( NULL
, steam_end
);
171 vg_loader_step( network_init
, network_end
);
174 VG_STATIC
void load_playermodels(void)
176 vg_linear_clear( vg_mem
.scratch
);
179 * load in other player models. This may need to be more sophisticated in
180 * the futre if we have more of these guys
182 mdl_context ctx_default
,
186 mdl_open( &ctx_default
, "models/ch_new.mdl" );
187 mdl_load_metadata( &ctx_default
, vg_mem
.scratch
);
188 mdl_load_mesh_data( &ctx_default
, vg_mem
.scratch
);
189 mdl_close( &ctx_default
);
191 mdl_open( &ctx_outlaw
, "models/ch_outlaw.mdl" );
192 mdl_load_metadata( &ctx_outlaw
, vg_mem
.scratch
);
193 mdl_load_mesh_data( &ctx_outlaw
, vg_mem
.scratch
);
194 mdl_close( &ctx_outlaw
);
196 mdl_open( &ctx_jordan
, "models/ch_jordan.mdl" );
197 mdl_load_metadata( &ctx_jordan
, vg_mem
.scratch
);
198 mdl_load_mesh_data( &ctx_jordan
, vg_mem
.scratch
);
199 mdl_close( &ctx_jordan
);
201 vg_acquire_thread_sync();
203 mdl_unpack_glmesh( &ctx_default
, &localplayer_meshes
[0] );
204 mdl_unpack_glmesh( &ctx_outlaw
, &localplayer_meshes
[1] );
205 mdl_unpack_glmesh( &ctx_jordan
, &localplayer_meshes
[2] );
207 vg_release_thread_sync();
210 shader_viewchar_register();
211 vg_acquire_thread_sync();
213 vg_tex2d_init( (vg_tex2d
*[]){ &tex_characters
}, 1 );
215 vg_release_thread_sync();
218 VG_STATIC
void vg_load(void)
220 vg_loader_step( render_init
, NULL
);
221 //vg_loader_step( menu_init, NULL );
222 vg_loader_step( world_init
, NULL
);
223 //vg_loader_step( player_init, NULL );
224 //vg_loader_step( vehicle_init, NULL );
226 //vg_loader_step( player_model_init, NULL );
228 /* ----------------- */
229 vg_loader_step( load_playermodels
, NULL
);
232 player_interface_create_player( &localplayer
);
234 player_avatar_load( &localplayer_avatar
, "models/ch_new.mdl" );
235 player_use_avatar( &localplayer
, &localplayer_avatar
);
236 player_use_mesh( &localplayer
, &localplayer_meshes
[0] );
237 player_use_device( &localplayer
, &player_device_walk
, &localplayer_walk
);
238 player_use_device( &localplayer
, &player_device_skate
, &localplayer_skate
);
240 /* --------------------- */
243 vg_loader_step( audio_init
, audio_free
);
246 /* 'systems' are completely loaded now */
247 strcpy( world
.world_name
, "maps/mp_mtzero.mdl" );
248 strcpy( world
.world_name
, "maps/mp_gridmap.mdl" );
250 vg_console_load_autos();
253 VG_STATIC
void vg_start(void)
255 __respawn( 1, (const char *[]){ "start" } );
258 VG_STATIC
void draw_origin_axis(void)
260 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 1.0f
, 0.0f
, 0.0f
}, 0xffff0000 );
261 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 0.0f
, 1.0f
, 0.0f
}, 0xff00ff00 );
262 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 0.0f
, 0.0f
, 1.0f
}, 0xff0000ff );
265 VG_STATIC
void vg_update(void)
275 if( !gzoomer
.inside
)
279 player_pre_update( &localplayer
);
280 world_update( localplayer
.rb
.co
);
284 VG_STATIC
void vg_update_fixed(void)
289 if( !gzoomer
.inside
)
290 player_update_fixed();
292 vehicle_update_fixed();
295 player_update( &localplayer
);
299 VG_STATIC
void vg_update_post(void)
310 player_update_post();
314 player_post_update( &localplayer
, &main_camera
);
318 vehicle_update_post();
323 VG_STATIC
void vg_framebuffer_resize( int w
, int h
)
328 VG_STATIC
void present_view_with_post_processing(void)
330 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
333 glDisable(GL_DEPTH_TEST
);
334 glBlendFunc(GL_ONE_MINUS_DST_ALPHA
, GL_DST_ALPHA
);
335 glBlendEquation(GL_FUNC_ADD
);
339 shader_blitblur_use();
340 shader_blitblur_uTexMain( 0 );
341 shader_blitblur_uTexMotion( 1 );
342 shader_blitblur_uBlurStrength(cl_blur_strength
/ (vg
.frame_delta
*60.0f
));
345 //v2_muls( (v2f){ 0.04f, 0.001f }, menu_opacity, menu_blurring );
346 v2_muls( (v2f
){ 0.04f
, 0.001f
}, 0.0f
, menu_blurring
);
347 shader_blitblur_uOverrideDir( menu_blurring
);
349 if( cl_view_id
== 0 )
350 render_fb_bind_texture( gpipeline
.fb_main
, 0, 0 );
351 else if( cl_view_id
== 1 )
352 render_fb_bind_texture( gpipeline
.fb_main
, 1, 0 );
354 render_fb_bind_texture( gpipeline
.fb_main
, 0, 0 );
356 render_fb_bind_texture( gpipeline
.fb_main
, 1, 1 );
361 shader_blit_uTexMain( 0 );
362 render_fb_bind_texture( gpipeline
.fb_main
, 0, 0 );
368 VG_STATIC
void render_player_transparent(void)
370 static camera small_cam
; /* DOES NOT NEED TO BE STATIC BUT MINGW
373 m4x3_copy( main_camera
.transform
, small_cam
.transform
);
375 small_cam
.fov
= main_camera
.fov
;
376 small_cam
.nearz
= 0.05f
;
377 small_cam
.farz
= 60.0f
;
379 camera_update_view( &small_cam
);
380 camera_update_projection( &small_cam
);
381 camera_finalize( &small_cam
);
383 /* Draw player to window buffer and blend background ontop */
384 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
385 player_render( &small_cam
, &localplayer
);
388 VG_STATIC
void render_scene(void)
390 render_fb_bind( gpipeline
.fb_main
);
391 glClearColor( 0.0f
, 0.0f
, 0.0f
, 1.0f
);
392 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
|GL_STENCIL_BUFFER_BIT
);
395 glEnable( GL_DEPTH_TEST
);
397 render_world( &main_camera
);
401 int player_transparent
= 1,
404 if( !player_transparent
&& player_draw
)
405 player_render( &main_camera
, &localplayer
);
407 render_water_texture( &main_camera
);
408 render_fb_bind( gpipeline
.fb_main
);
409 render_water_surface( &main_camera
);
410 render_world_gates( &main_camera
);
412 if( player_transparent
&& player_draw
)
413 render_player_transparent();
416 VG_STATIC
void render_menu(void)
418 glClear( GL_DEPTH_BUFFER_BIT
);
420 menu_render( &main_camera
);
424 VG_STATIC
void render_main_game(void)
427 static float fov
= 60.0f
;
428 float fov_target
= vg_lerpf( 90.0f
, 110.0f
, cl_fov
);
430 if( player
.controller
== k_player_controller_skate
)
431 fov_target
= vg_lerpf( 97.0f
, 135.0f
, cl_fov
);
434 fov_target
= menu_fov_target
;
435 fov
= vg_lerpf( fov
, fov_target
, vg
.frame_delta
* 2.0f
);
436 fov
= freecam
? 60.0f
: fov
;
438 main_camera
.fov
= fov
;
441 /* copy camera from player.
442 * TODO: blend with camera from menu */
445 player_pre_render( &localplayer
);
447 v3_copy( localplayer
.cam
.pos
, main_camera
.pos
);
448 v3_copy( localplayer
.cam
.angles
, main_camera
.angles
);
449 main_camera
.fov
= localplayer
.cam
.fov
;
450 main_camera
.nearz
= 0.1f
;
451 main_camera
.farz
= 2100.0f
;
453 camera_update_transform( &main_camera
);
454 camera_update_view( &main_camera
);
455 camera_update_projection( &main_camera
);
456 camera_finalize( &main_camera
);
458 /* ========== Begin Frame ========== */
461 present_view_with_post_processing();
467 render_player_transparent();
471 /* =========== End Frame =========== */
474 VG_STATIC
void vg_render(void)
476 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
478 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
479 glDisable( GL_DEPTH_TEST
);
481 glClearColor( 1.0f
, 0.0f
, 0.0f
, 0.0f
);
482 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
);
488 glDisable( GL_DEPTH_TEST
);
489 vg_lines_drawall( (float *)main_camera
.mtx
.pv
);
490 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
493 VG_STATIC
void run_light_widget( struct light_widget
*lw
);
494 VG_STATIC
void vg_ui(void)
496 player_ui( &localplayer
);
504 vg_uictx
.cursor
[0] = 10;
505 vg_uictx
.cursor
[1] = 10;
506 vg_uictx
.cursor
[2] = 200;
507 vg_uictx
.cursor
[3] = 20;
509 struct ub_world_lighting
*wl
= &gpipeline
.ub_world_lighting
;
510 struct ui_slider_vector
511 s5
= { .min
=0.0f
, .max
=2.0f
, .len
=3, .data
=wl
->g_ambient_colour
};
514 s8
= { .min
=0.0f
, .max
=2.0f
, .data
= &gpipeline
.shadow_spread
},
515 s9
= { .min
=0.0f
, .max
=25.0f
, .data
= &gpipeline
.shadow_length
};
517 for( int i
=0; i
<3; i
++ )
518 run_light_widget( &gpipeline
.widgets
[i
] );
520 ui_text( vg_uictx
.cursor
, "Ambient", 1, 0 );
521 vg_uictx
.cursor
[1] += 16;
522 ui_slider_vector( &s5
);
524 ui_text( vg_uictx
.cursor
, "Shadows", 1, 0 );
525 vg_uictx
.cursor
[1] += 16;
529 ui_text( vg_uictx
.cursor
, "Misc", 1, 0 );
530 vg_uictx
.cursor
[1] += 16;
531 struct ui_checkbox c1
= {.data
= &wl
->g_light_preview
};
534 render_update_lighting_ub();
537 //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
540 render_world_routes_ui();
542 //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
544 audio_debug_soundscapes();
545 render_view_framebuffer_ui();
548 player_physics_gui();
552 VG_STATIC
void run_light_widget( struct light_widget
*lw
)
554 struct ui_checkbox c1
= { .data
=&lw
->enabled
};
560 struct ui_slider_vector
561 colour
= { .min
=0.0f
, .max
=2.0f
, .len
=3, .data
=lw
->colour
},
562 dir
= { .min
=-VG_PIf
, .max
=VG_PIf
, .len
=2, .data
=lw
->dir
};
564 ui_slider_vector( &colour
);
565 vg_uictx
.cursor
[1] += 4;
566 ui_slider_vector( &dir
);
570 VG_STATIC
void run_debug_info(void)
575 snprintf( buf
, 40, "%.2fm/s", v3_length( player
.rb
.v
) );
576 ui_text( (ui_px
[2]){ 0, 0 }, buf
, 1, k_text_align_left
);
578 snprintf( buf
, 40, "%.2f %.2f %.2f m/s",
579 player
.phys
.a
[0], player
.phys
.a
[1], player
.phys
.a
[2] );
580 ui_text( (ui_px
[2]){ 0, 20 }, buf
, 1, k_text_align_left
);
582 snprintf( buf
, 40, "pos %.2f %.2f %.2f",
583 player
.phys
.rb
.co
[0], player
.phys
.rb
.co
[1], player
.phys
.rb
.co
[2] );
584 ui_text( (ui_px
[2]){ 0, 40 }, buf
, 1, k_text_align_left
);
586 if( vg_input
.controller_handle
)
588 for( int i
=0; i
<vg_list_size(vg_input
.controller_axises
); i
++ )
590 snprintf( buf
, 40, "%.2f", vg_input
.controller_axises
[i
] );
591 ui_text( (ui_px
[2]){ 0, (i
+3)*20 }, buf
, 1, k_text_align_left
);
596 ui_text( (ui_px
[2]){ 0, 60 },
597 "Gamepad not ready", 1, k_text_align_left
);