isolate world code
[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 vg_console_load_autos();
268 }
269
270 VG_STATIC void vg_start(void)
271 {
272 __respawn( 1, (const char *[]){ "start" } );
273 }
274
275 VG_STATIC void draw_origin_axis(void)
276 {
277 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 1.0f, 0.0f, 0.0f }, 0xffff0000 );
278 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 1.0f, 0.0f }, 0xff00ff00 );
279 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 0.0f, 1.0f }, 0xff0000ff );
280 }
281
282 VG_STATIC void vg_update(void)
283 {
284 steam_update();
285
286 if( vg.is_loaded )
287 {
288 draw_origin_axis();
289 network_update();
290
291 #if 0
292 if( !gzoomer.inside )
293 player_update_pre();
294 #endif
295
296 player__pre_update( &localplayer );
297 world_update( get_active_world(), localplayer.rb.co );
298 }
299 }
300
301 VG_STATIC void vg_update_fixed(void)
302 {
303 if( vg.is_loaded )
304 {
305 #if 0
306 if( !gzoomer.inside )
307 player_update_fixed();
308
309 vehicle_update_fixed();
310 #endif
311
312 player__update( &localplayer );
313 }
314 }
315
316 VG_STATIC void vg_update_post(void)
317 {
318 if( vg.is_loaded )
319 {
320 #if 0
321 if( gzoomer.inside )
322 {
323 vehicle_camera();
324 }
325 else
326 {
327 player_update_post();
328 }
329 #endif
330
331 player__post_update( &localplayer );
332
333 #if 0
334 menu_update();
335 vehicle_update_post();
336 #endif
337 }
338 }
339
340 VG_STATIC void vg_framebuffer_resize( int w, int h )
341 {
342 render_fb_resize();
343 }
344
345 VG_STATIC void present_view_with_post_processing(void)
346 {
347 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
348
349 glEnable(GL_BLEND);
350 glDisable(GL_DEPTH_TEST);
351 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
352 glBlendEquation(GL_FUNC_ADD);
353
354 if( cl_blur )
355 {
356 shader_blitblur_use();
357 shader_blitblur_uTexMain( 0 );
358 shader_blitblur_uTexMotion( 1 );
359 shader_blitblur_uBlurStrength(cl_blur_strength / (vg.frame_delta*60.0f));
360
361 v2f menu_blurring;
362 //v2_muls( (v2f){ 0.04f, 0.001f }, menu_opacity, menu_blurring );
363 v2_muls( (v2f){ 0.04f, 0.001f }, 0.0f, menu_blurring );
364 shader_blitblur_uOverrideDir( menu_blurring );
365
366 if( cl_view_id == 0 )
367 render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
368 else if( cl_view_id == 1 )
369 render_fb_bind_texture( gpipeline.fb_main, 1, 0 );
370 else
371 render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
372
373 render_fb_bind_texture( gpipeline.fb_main, 1, 1 );
374 }
375 else
376 {
377 shader_blit_use();
378 shader_blit_uTexMain( 0 );
379 render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
380 }
381
382 render_fsquad();
383 }
384
385 VG_STATIC void render_player_transparent(void)
386 {
387 static camera small_cam; /* DOES NOT NEED TO BE STATIC BUT MINGW
388 SAIS OTHERWISE */
389
390 m4x3_copy( main_camera.transform, small_cam.transform );
391
392 small_cam.fov = main_camera.fov;
393 small_cam.nearz = 0.05f;
394 small_cam.farz = 60.0f;
395
396 camera_update_view( &small_cam );
397 camera_update_projection( &small_cam );
398 camera_finalize( &small_cam );
399
400 /* Draw player to window buffer and blend background ontop */
401 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
402 player__render( &small_cam, &localplayer );
403 }
404
405 VG_STATIC void render_scene(void)
406 {
407 render_fb_bind( gpipeline.fb_main );
408 glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
409 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
410
411 /* Draw world */
412 glEnable( GL_DEPTH_TEST );
413
414 world_instance *world = get_active_world();
415 render_world( world, &main_camera );
416
417 int player_transparent = 1,
418 player_draw = 1;
419
420 #if 0
421 if( (localplayer.subsystem == k_player_subsystem_dead) ||
422 (localplayer.camera_mode == k_cam_thirdperson) )
423 player_transparent = 0;
424 #endif
425
426 if( !player_transparent && player_draw )
427 player__render( &main_camera, &localplayer );
428
429
430 render_water_texture( world, &main_camera );
431 render_fb_bind( gpipeline.fb_main );
432 render_water_surface( world, &main_camera );
433 render_world_gates( world, &main_camera );
434
435 if( player_transparent && player_draw )
436 render_player_transparent();
437 }
438
439 VG_STATIC void render_menu(void)
440 {
441 glClear( GL_DEPTH_BUFFER_BIT );
442 #if 0
443 menu_render( &main_camera );
444 #endif
445 }
446
447 VG_STATIC void render_main_game(void)
448 {
449 #if 0
450 static float fov = 60.0f;
451 float fov_target = vg_lerpf( 90.0f, 110.0f, cl_fov );
452
453 if( player.controller == k_player_controller_skate )
454 fov_target = vg_lerpf( 97.0f, 135.0f, cl_fov );
455
456 if( cl_menu )
457 fov_target = menu_fov_target;
458 fov = vg_lerpf( fov, fov_target, vg.frame_delta * 2.0f );
459 fov = freecam? 60.0f: fov;
460
461 main_camera.fov = fov;
462 #endif
463
464 /* copy camera from player.
465 * TODO: blend with camera from menu */
466
467 /* FIXME: TEMP!! */
468 player__pre_render( &localplayer );
469
470 v3_copy( localplayer.cam.pos, main_camera.pos );
471 v3_copy( localplayer.cam.angles, main_camera.angles );
472 main_camera.fov = localplayer.cam.fov;
473 main_camera.nearz = 0.1f;
474 main_camera.farz = 2100.0f;
475
476 camera_update_transform( &main_camera );
477
478 if( localplayer.gate_waiting )
479 {
480 m3x3_mul( localplayer.basis_gate, main_camera.transform,
481 main_camera.transform );
482 }
483 else
484 {
485 m3x3_mul( localplayer.basis, main_camera.transform,
486 main_camera.transform );
487 }
488
489 camera_update_view( &main_camera );
490 camera_update_projection( &main_camera );
491 camera_finalize( &main_camera );
492
493 /* ========== Begin Frame ========== */
494
495 render_scene();
496 present_view_with_post_processing();
497
498 #if 0
499 if( cl_menu )
500 {
501 render_menu();
502 render_player_transparent();
503 }
504 #endif
505
506 /* =========== End Frame =========== */
507 }
508
509 VG_STATIC void vg_render(void)
510 {
511 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
512
513 glViewport( 0,0, vg.window_x, vg.window_y );
514 glDisable( GL_DEPTH_TEST );
515
516 glClearColor( 1.0f, 0.0f, 0.0f, 0.0f );
517 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
518
519 render_main_game();
520
521 /* Other shite */
522 glDisable(GL_BLEND);
523 glDisable( GL_DEPTH_TEST );
524 vg_lines_drawall( (float *)main_camera.mtx.pv );
525 glViewport( 0,0, vg.window_x, vg.window_y );
526 }
527
528 VG_STATIC void run_light_widget( struct light_widget *lw );
529 VG_STATIC void vg_ui(void)
530 {
531 player__im_gui( &localplayer );
532 world_instance *world = get_active_world();
533
534 #if 0
535 menu_crap_ui();
536 #endif
537
538 #if 0
539 if( cl_light_edit )
540 {
541 vg_uictx.cursor[0] = 10;
542 vg_uictx.cursor[1] = 10;
543 vg_uictx.cursor[2] = 200;
544 vg_uictx.cursor[3] = 20;
545
546 struct ub_world_lighting *wl = &gpipeline.ub_world_lighting;
547 struct ui_slider_vector
548 s5 = { .min=0.0f, .max=2.0f, .len=3, .data=wl->g_ambient_colour };
549
550 struct ui_slider
551 s8 = { .min=0.0f, .max=2.0f, .data = &gpipeline.shadow_spread },
552 s9 = { .min=0.0f, .max=25.0f, .data = &gpipeline.shadow_length };
553
554 for( int i=0; i<3; i++ )
555 run_light_widget( &gpipeline.widgets[i] );
556
557 ui_text( vg_uictx.cursor, "Ambient", 1, 0 );
558 vg_uictx.cursor[1] += 16;
559 ui_slider_vector( &s5 );
560
561 ui_text( vg_uictx.cursor, "Shadows", 1, 0 );
562 vg_uictx.cursor[1] += 16;
563 ui_slider( &s8 );
564 ui_slider( &s9 );
565
566 ui_text( vg_uictx.cursor, "Misc", 1, 0 );
567 vg_uictx.cursor[1] += 16;
568 struct ui_checkbox c1 = {.data = &wl->g_light_preview};
569 ui_checkbox( &c1 );
570
571 render_update_lighting_ub();
572 }
573 #endif
574
575 //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
576 if( cl_ui )
577 {
578 render_world_routes_ui( world );
579 }
580 //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
581
582 audio_debug_soundscapes();
583 render_view_framebuffer_ui();
584
585 #if 0
586 player_physics_gui();
587 #endif
588 }
589
590 VG_STATIC void run_light_widget( struct light_widget *lw )
591 {
592 struct ui_checkbox c1 = { .data=&lw->enabled };
593
594 ui_checkbox( &c1 );
595
596 if( lw->enabled )
597 {
598 struct ui_slider_vector
599 colour = { .min=0.0f, .max=2.0f, .len=3, .data=lw->colour },
600 dir = { .min=-VG_PIf, .max=VG_PIf, .len=2, .data=lw->dir };
601
602 ui_slider_vector( &colour );
603 vg_uictx.cursor[1] += 4;
604 ui_slider_vector( &dir );
605 }
606 }
607
608 VG_STATIC void run_debug_info(void)
609 {
610 #if 0
611 char buf[40];
612
613 snprintf( buf, 40, "%.2fm/s", v3_length( player.rb.v ) );
614 ui_text( (ui_px [2]){ 0, 0 }, buf, 1, k_text_align_left );
615
616 snprintf( buf, 40, "%.2f %.2f %.2f m/s",
617 player.phys.a[0], player.phys.a[1], player.phys.a[2] );
618 ui_text( (ui_px [2]){ 0, 20 }, buf, 1, k_text_align_left );
619
620 snprintf( buf, 40, "pos %.2f %.2f %.2f",
621 player.phys.rb.co[0], player.phys.rb.co[1], player.phys.rb.co[2] );
622 ui_text( (ui_px [2]){ 0, 40 }, buf, 1, k_text_align_left );
623
624 if( vg_input.controller_handle )
625 {
626 for( int i=0; i<vg_list_size(vg_input.controller_axises); i++ )
627 {
628 snprintf( buf, 40, "%.2f", vg_input.controller_axises[i] );
629 ui_text( (ui_px [2]){ 0, (i+3)*20 }, buf, 1, k_text_align_left );
630 }
631 }
632 else
633 {
634 ui_text( (ui_px [2]){ 0, 60 },
635 "Gamepad not ready", 1, k_text_align_left );
636 }
637 #endif
638 }