interpolation problems
[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 //#define VG_DEVWINDOW
16 #include "common.h"
17 #include "conf.h"
18 #include "steam.h"
19 #include "render.h"
20 #include "audio.h"
21 #include "world.h"
22 #include "font.h"
23 #include "player.h"
24
25 VG_STATIC struct player_avatar localplayer_avatar;
26 VG_STATIC glmesh localplayer_meshes[3];
27 vg_tex2d localplayer_texture = { .path = "textures/ch_gradient.qoi" };
28
29 #include "network.h"
30 #include "menu.h"
31 #include "vehicle.h"
32
33 #define DEV_AARON
34 #ifdef DEV_AARON
35 static rb_object aaron={
36 .type=k_rb_shape_box,
37 .rb.bbx = {{ -2.0f, -1.0f, -1.0f }, { 2.0f, 1.0f, 1.0f }}
38 };
39 #endif
40
41 int main( int argc, char *argv[] )
42 {
43 vg_mem.use_libc_malloc = 0;
44 vg_set_mem_quota( 160*1024*1024 );
45 vg_enter( argc, argv, "Voyager Game Engine" );
46 return 0;
47 }
48
49 VG_STATIC void highscores_save_at_exit(void)
50 {
51 highscores_serialize_all();
52 }
53
54 VG_STATIC void vg_launch_opt(void)
55 {
56 }
57
58 VG_STATIC void vg_preload(void)
59 {
60 g_conf_init();
61
62 vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" );
63 vg_info(" 2021-2023 |\\ /| | / | | | | /| \n" );
64 vg_info(" | \\ / | +-- / +----- +---' | / | \n" );
65 vg_info(" | \\ / | | / | | \\ | / | \n" );
66 vg_info(" | \\/ | | / | | \\ | / | \n" );
67 vg_info(" ' ' '--' [] '----- '----- ' ' '---' "
68 "SOFTWARE\n" );
69
70 highscores_init( 2000, 50 );
71 if( !highscores_read() )
72 highscores_create_db();
73
74 vg_loader_step( NULL, highscores_save_at_exit );
75
76 steam_init();
77 vg_loader_step( NULL, steam_end );
78 vg_loader_step( network_init, network_end );
79
80 #ifdef DEV_AARON
81 q_identity( aaron.rb.q );
82 v3_zero( aaron.rb.w );
83 v3_zero( aaron.rb.co );
84 v3_zero( aaron.rb.v );
85 rb_init_object( &aaron );
86 #endif
87 }
88
89 VG_STATIC void load_playermodels(void)
90 {
91 vg_linear_clear( vg_mem.scratch );
92
93 /*
94 * load in other player models. This may need to be more sophisticated in
95 * the futre if we have more of these guys
96 */
97 mdl_context ctx_default,
98 ctx_outlaw,
99 ctx_jordan;
100
101 mdl_open( &ctx_default, "models/ch_new.mdl", vg_mem.scratch );
102 mdl_load_metadata_block( &ctx_default, vg_mem.scratch );
103 mdl_load_mesh_block( &ctx_default, vg_mem.scratch );
104 mdl_close( &ctx_default );
105
106 mdl_open( &ctx_outlaw, "models/ch_outlaw.mdl", vg_mem.scratch );
107 mdl_load_metadata_block( &ctx_outlaw, vg_mem.scratch );
108 mdl_load_mesh_block( &ctx_outlaw, vg_mem.scratch );
109 mdl_close( &ctx_outlaw );
110
111 mdl_open( &ctx_jordan, "models/ch_jordan.mdl", vg_mem.scratch );
112 mdl_load_metadata_block( &ctx_jordan, vg_mem.scratch );
113 mdl_load_mesh_block( &ctx_jordan, vg_mem.scratch );
114 mdl_close( &ctx_jordan );
115
116 vg_acquire_thread_sync();
117 {
118 mdl_unpack_glmesh( &ctx_default, &localplayer_meshes[0] );
119 mdl_unpack_glmesh( &ctx_outlaw, &localplayer_meshes[1] );
120 mdl_unpack_glmesh( &ctx_jordan, &localplayer_meshes[2] );
121 }
122 vg_release_thread_sync();
123
124 /* FIXME: hack */
125 shader_model_character_view_register();
126 vg_acquire_thread_sync();
127 {
128 vg_tex2d_init( (vg_tex2d *[]){ &localplayer_texture }, 1 );
129 }
130 vg_release_thread_sync();
131 }
132
133 void temp_update_playermodel(void){
134 player__use_mesh( &localplayer, &localplayer_meshes[cl_playermdl_id] );
135 }
136
137 VG_STATIC void vg_load(void)
138 {
139 vg_loader_step( render_init, NULL );
140 vg_loader_step( menu_init, NULL );
141 vg_loader_step( world_init, NULL );
142 vg_loader_step( vehicle_init, NULL );
143 vg_loader_step( font3d_init, NULL );
144
145 font3d_load( &world_global.font, "models/rs_font.mdl", vg_mem.rtmemory );
146
147 vg_loader_step( player_init, NULL );
148 vg_loader_step( player_ragdoll_init, NULL );
149
150 /* ----------------- */
151 vg_loader_step( load_playermodels, NULL );
152
153 /* player setup */
154 player__create( &localplayer );
155 player_avatar_load( &localplayer_avatar, "models/ch_new.mdl" );
156 player__use_avatar( &localplayer, &localplayer_avatar );
157 player__use_mesh( &localplayer, &localplayer_meshes[cl_playermdl_id] );
158 player__use_texture( &localplayer, &localplayer_texture );
159 player__bind( &localplayer );
160
161 /* --------------------- */
162
163 vg_bake_shaders();
164 vg_loader_step( audio_init, audio_free );
165
166 /* 'systems' are completely loaded now */
167
168 /* load home world */
169
170 #if 0
171 world_load( 0, "maps/mp_spawn.mdl" );
172 #else
173 world_load( 0, "maps/mp_mtzero.mdl" );
174 #endif
175
176 #if 0
177 world_load( &world_global.worlds[1], "maps/mp_gridmap.mdl" );
178 world_link_nonlocal_gates( 0, 1 );
179 world_load( &world_global.worlds[2], "maps/mp_mtzero.mdl" );
180 world_link_nonlocal_gates( 0, 2 );
181 #endif
182
183 vg_console_load_autos();
184 }
185
186 VG_STATIC void vg_start(void)
187 {
188 localplayer.viewable_world = get_active_world();
189 localplayer_cmd_respawn( 1, (const char *[]){ "start" } );
190 }
191
192 VG_STATIC void draw_origin_axis(void)
193 {
194 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 1.0f, 0.0f, 0.0f }, 0xffff0000 );
195 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 1.0f, 0.0f }, 0xff00ff00 );
196 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 0.0f, 1.0f }, 0xff0000ff );
197 }
198
199 VG_STATIC void vg_update(void)
200 {
201 steam_update();
202
203 if( vg.is_loaded ){
204 draw_origin_axis();
205 network_update();
206
207 player__pre_update( &localplayer );
208
209 world_update( get_active_world(), localplayer.rb.co );
210 audio_ambient_sprites_update( get_active_world(), localplayer.rb.co );
211 }
212 }
213
214 VG_STATIC void vg_update_fixed(void)
215 {
216 if( vg.is_loaded ){
217 world_routes_fixedupdate( get_active_world() );
218
219 player__update( &localplayer );
220 vehicle_update_fixed();
221
222 #ifdef DEV_AARON
223 world_instance *world = get_active_world();
224 rb_solver_reset();
225 rb_ct *buf = rb_global_buffer();
226
227 int l = rb_box__scene( aaron.rb.to_world, aaron.rb.bbx,
228 NULL, &world->rb_geo.inf.scene, buf );
229 for( int j=0; j<l; j++ ){
230 buf[j].rba = &aaron.rb;
231 buf[j].rbb = &world->rb_geo.rb;
232 }
233 rb_contact_count += l;
234 rb_presolve_contacts( rb_contact_buffer, rb_contact_count );
235
236 for( int j=0; j<8; j++ ){
237 rb_solve_contacts( rb_contact_buffer, rb_contact_count );
238 }
239
240 rb_iter( &aaron.rb );
241 rb_update_transform( &aaron.rb );
242 #endif
243
244 }
245 }
246
247 VG_STATIC void vg_update_post(void)
248 {
249 if( vg.is_loaded ){
250 player__post_update( &localplayer );
251
252 float dist;
253 int sample_index;
254 world_audio_sample_distances( localplayer.rb.co, &sample_index, &dist );
255
256 audio_lock();
257 vg_dsp.echo_distances[sample_index] = dist;
258
259 v3f ears = { 1.0f,0.0f,0.0f };
260 m3x3_mulv( main_camera.transform, ears, ears );
261 v3_copy( ears, vg_audio.external_listener_ears );
262 v3_copy( main_camera.transform[3], vg_audio.external_listener_pos );
263
264 if( localplayer.gate_waiting ){
265 m4x3_mulv( localplayer.gate_waiting->transport,
266 vg_audio.external_listener_pos,
267 vg_audio.external_listener_pos );
268 }
269
270 v3_copy( localplayer.rb.v, vg_audio.external_lister_velocity );
271 audio_unlock();
272
273 menu_update();
274 vehicle_update_post();
275
276 #ifdef DEV_AARON
277 SDL_Scancode sc = SDL_GetScancodeFromKey( SDLK_q );
278 if( vg_input.sdl_keys[sc] ){
279 m4x3_mulv( main_camera.transform, (v3f){0.0f,0.0f,-3.0f},
280 aaron.rb.co );
281
282 v3_zero( aaron.rb.v );
283 v3_zero( aaron.rb.w );
284 rb_update_transform( &aaron.rb );
285 }
286
287 rb_object_debug( &aaron, VG__PINK );
288 #endif
289 }
290 }
291
292 VG_STATIC void vg_framebuffer_resize( int w, int h )
293 {
294 render_fb_resize();
295 }
296
297 VG_STATIC void present_view_with_post_processing(void)
298 {
299 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
300 glViewport( 0,0, vg.window_x, vg.window_y );
301
302 glEnable(GL_BLEND);
303 glDisable(GL_DEPTH_TEST);
304 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
305 glBlendEquation(GL_FUNC_ADD);
306
307 v2f inverse;
308 render_fb_inverse_ratio( gpipeline.fb_main, inverse );
309
310 if( cl_blur ){
311 shader_blitblur_use();
312 shader_blitblur_uTexMain( 0 );
313 shader_blitblur_uTexMotion( 1 );
314 shader_blitblur_uBlurStrength( cl_blur_strength /
315 (vg.time_frame_delta*60.0) );
316 shader_blitblur_uInverseRatio( inverse );
317
318 v2f menu_blurring;
319 v2_muls( (v2f){ 0.04f, 0.001f }, menu_opacity, menu_blurring );
320 shader_blitblur_uOverrideDir( menu_blurring );
321
322 render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
323 render_fb_bind_texture( gpipeline.fb_main, 1, 1 );
324 }
325 else{
326 shader_blit_use();
327 shader_blit_uTexMain( 0 );
328 shader_blit_uInverseRatio( inverse );
329 render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
330 }
331
332 render_fsquad();
333 }
334
335 VG_STATIC void render_player_transparent(void)
336 {
337 static camera small_cam; /* DOES NOT NEED TO BE STATIC BUT MINGW
338 SAIS OTHERWISE */
339
340 m4x3_copy( main_camera.transform, small_cam.transform );
341
342 small_cam.fov = main_camera.fov;
343 small_cam.nearz = 0.05f;
344 small_cam.farz = 60.0f;
345
346 camera_update_view( &small_cam );
347 camera_update_projection( &small_cam );
348 camera_finalize( &small_cam );
349
350 /* Draw player to window buffer and blend background ontop */
351 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
352 glViewport( 0,0, vg.window_x, vg.window_y );
353 player__render( &small_cam, &localplayer );
354 }
355
356 VG_STATIC void render_scene(void)
357 {
358 render_fb_bind( gpipeline.fb_main, 1 );
359 glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
360 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
361
362 /* Draw world */
363 glEnable( GL_DEPTH_TEST );
364
365 world_instance *view_world = localplayer.viewable_world;
366
367 if( view_world == NULL ){
368 glClearColor( 0.25f, 0.25f, 0.0f, 1.0f );
369 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
370 return;
371 }
372
373 world_prerender( view_world );
374 render_world( view_world, &main_camera, 0 );
375
376 render_water_texture( view_world, &main_camera, 0 );
377 render_fb_bind( gpipeline.fb_main, 1 );
378 render_water_surface( view_world, &main_camera );
379 }
380
381 VG_STATIC void render_scene_gate_subview(void)
382 {
383 render_fb_bind( gpipeline.fb_main, 1 );
384 world_instance *view_world = localplayer.viewable_world;
385
386 int depth = 1;
387 if( localplayer.gate_waiting ) depth = 0;
388 render_world_gates( view_world, &main_camera, depth );
389 }
390
391 VG_STATIC void render_main_game(void)
392 {
393 #if 0
394 static float fov = 60.0f;
395 float fov_target = vg_lerpf( 90.0f, 110.0f, cl_fov );
396
397 if( player.controller == k_player_controller_skate )
398 fov_target = vg_lerpf( 97.0f, 135.0f, cl_fov );
399
400 if( cl_menu )
401 fov_target = menu_fov_target;
402 fov = vg_lerpf( fov, fov_target, vg.frame_delta * 2.0f );
403 fov = freecam? 60.0f: fov;
404
405 main_camera.fov = fov;
406 #endif
407
408 player__pre_render( &localplayer );
409
410 v3_lerp( localplayer.cam.pos, menu_camera_pos, menu_opacity,
411 main_camera.pos );
412 main_camera.angles[0] =
413 vg_alerpf( localplayer.cam.angles[0], menu_camera_angles[0],
414 menu_opacity );
415 main_camera.angles[1] =
416 vg_lerpf ( localplayer.cam.angles[1], menu_camera_angles[1],
417 menu_opacity );
418
419 main_camera.fov = vg_lerpf( localplayer.cam.fov, menu_smooth_fov,
420 menu_opacity );
421 main_camera.nearz = 0.1f;
422 main_camera.farz = 2100.0f;
423
424 camera_update_transform( &main_camera );
425
426 if( localplayer.gate_waiting ){
427 m3x3_mul( localplayer.basis_gate, main_camera.transform,
428 main_camera.transform );
429 }
430 else{
431 m3x3_mul( localplayer.basis, main_camera.transform,
432 main_camera.transform );
433 }
434
435 camera_update_view( &main_camera );
436 camera_update_projection( &main_camera );
437 camera_finalize( &main_camera );
438
439 /* ========== Begin Frame ========== */
440
441 render_scene();
442
443 if( cl_menu ) {
444 //glClear( GL_DEPTH_BUFFER_BIT );
445 menu_render_bg();
446 glEnable( GL_DEPTH_TEST );
447 }
448
449 render_player_transparent();
450 render_scene_gate_subview();
451
452 present_view_with_post_processing();
453
454 if( cl_menu )
455 menu_render_fg( &main_camera );
456
457 /* =========== End Frame =========== */
458 }
459
460 VG_STATIC void vg_render(void)
461 {
462 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
463
464 glViewport( 0,0, vg.window_x, vg.window_y );
465 glDisable( GL_DEPTH_TEST );
466
467 glClearColor( 1.0f, 0.0f, 0.0f, 0.0f );
468 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
469
470 render_main_game();
471
472 m4x4_copy( main_camera.mtx.pv, vg.pv );
473
474 /* Other shite */
475 glDisable(GL_BLEND);
476 glDisable(GL_DEPTH_TEST);
477 vg_lines_drawall();
478 glViewport( 0,0, vg.window_x, vg.window_y );
479 }
480
481 VG_STATIC void vg_ui(void)
482 {
483 player__im_gui( &localplayer );
484 world_instance *world = get_active_world();
485 menu_crap_ui();
486
487 render_view_framebuffer_ui();
488 }