loader stuff
[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 #include "common.h"
20 #include "conf.h"
21 #include "steam.h"
22 #include "render.h"
23 #include "audio.h"
24 #include "world.h"
25 #include "font.h"
26 #include "player.h"
27
28 #include "entity.c"
29 #include "workshop.c"
30
31 #include "network.h"
32 #include "menu.h"
33 #include "vehicle.h"
34 #include "pointcloud.h"
35
36 static struct player_avatar localplayer_avatar;
37 static struct player_model localplayer_models[3];
38
39
40 int main( int argc, char *argv[] )
41 {
42 vg_mem.use_libc_malloc = 0;
43 vg_set_mem_quota( 160*1024*1024 );
44 vg_enter( argc, argv, "Voyager Game Engine" );
45 return 0;
46 }
47
48 VG_STATIC void highscores_save_at_exit(void)
49 {
50 highscores_serialize_all();
51 }
52
53 VG_STATIC void vg_launch_opt(void)
54 {
55 }
56
57 VG_STATIC void vg_preload(void)
58 {
59 g_conf_init();
60
61 vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" );
62 vg_info(" 2021-2023 |\\ /| | / | | | | /| \n" );
63 vg_info(" | \\ / | +-- / +----- +---' | / | \n" );
64 vg_info(" | \\ / | | / | | \\ | / | \n" );
65 vg_info(" | \\/ | | / | | \\ | / | \n" );
66 vg_info(" ' ' '--' [] '----- '----- ' ' '---' "
67 "SOFTWARE\n" );
68
69 highscores_init( 2000, 50 );
70 if( !highscores_read() )
71 highscores_create_db();
72
73 vg_loader_step( NULL, highscores_save_at_exit );
74
75 steam_init();
76 vg_loader_step( NULL, steam_end );
77 vg_loader_step( network_init, network_end );
78 }
79
80 VG_STATIC void load_playermodels(void)
81 {
82 player_model_load( &localplayer_models[0], "models/ch_new.mdl" );
83 player_model_load( &localplayer_models[1], "models/ch_outlaw.mdl" );
84 player_model_load( &localplayer_models[2], "models/ch_jordan.mdl" );
85
86 /* FIXME: hack */
87 shader_model_character_view_register();
88 shader_model_board_view_register();
89 shader_model_entity_register();
90 }
91
92 void temp_update_playermodel(void){
93 player__use_model( &localplayer, &localplayer_models[cl_playermdl_id] );
94 }
95
96 VG_STATIC void async_skaterift_complete( void *payload, u32 size )
97 {
98 localplayer.viewable_world = get_active_world();
99 localplayer_cmd_respawn( 1, (const char *[]){ "start" } );
100
101 skaterift_end_op();
102 }
103
104 VG_STATIC void vg_load(void)
105 {
106 vg_console_reg_cmd( "changeworld", skaterift_change_world_command, NULL );
107
108 vg_loader_step( render_init, NULL );
109 vg_loader_step( menu_init, NULL );
110 vg_loader_step( pointcloud_init, NULL );
111 vg_loader_step( world_init, NULL );
112 vg_loader_step( vehicle_init, NULL );
113 vg_loader_step( font3d_init, NULL );
114
115 font3d_load( &world_global.font, "models/rs_font.mdl", vg_mem.rtmemory );
116
117 vg_loader_step( player_init, NULL );
118 vg_loader_step( player_ragdoll_init, NULL );
119 vg_loader_step( workshop_init, NULL );
120 vg_loader_step( skateshop_init, NULL );
121
122 /* ----------------- */
123 vg_loader_step( load_playermodels, NULL );
124
125 /* player setup */
126 player__create( &localplayer );
127 player_avatar_load( &localplayer_avatar, "models/ch_new.mdl" );
128 player__use_avatar( &localplayer, &localplayer_avatar );
129 player__use_model( &localplayer, &localplayer_models[cl_playermdl_id] );
130 player__bind( &localplayer );
131
132 /* --------------------- */
133
134 vg_bake_shaders();
135 vg_loader_step( audio_init, audio_free );
136
137 /* 'systems' are completely loaded now */
138 /* load home/permanent world */
139 world_load( 0, "maps/mp_spawn/main.mdl" );
140
141 vg_console_load_autos();
142 menu_link();
143
144 vg_async_call( async_skaterift_complete, NULL, 0 );
145 }
146
147 VG_STATIC void draw_origin_axis(void)
148 {
149 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 1.0f, 0.0f, 0.0f }, 0xffff0000 );
150 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 1.0f, 0.0f }, 0xff00ff00 );
151 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 0.0f, 1.0f }, 0xff0000ff );
152 }
153
154 static void skaterift_change_world_preupdate(void);
155 VG_STATIC void vg_update(void)
156 {
157 steam_update();
158 skaterift_preupdate_inputs();
159 if( skaterift.async_op == k_async_op_clientloading ) return;
160 if( skaterift.async_op == k_async_op_world_preloading ){
161 skaterift_change_world_preupdate();
162 }
163
164 draw_origin_axis();
165 network_update();
166
167 player__pre_update( &localplayer );
168 global_skateshop_preupdate();
169
170 world_update( get_active_world(), localplayer.rb.co );
171 audio_ambient_sprites_update( get_active_world(), localplayer.rb.co );
172 //gui_helper_action( localplayer.input_use, "\x7f Hello \x1f""A \x1e\x84" );
173 }
174
175 VG_STATIC void vg_update_fixed(void)
176 {
177 if( skaterift.async_op == k_async_op_clientloading ) return;
178
179 world_routes_fixedupdate( get_active_world() );
180 player__update( &localplayer );
181 vehicle_update_fixed();
182 }
183
184 VG_STATIC void vg_update_post(void)
185 {
186 if( skaterift.async_op == k_async_op_clientloading ) return;
187
188 player__post_update( &localplayer );
189
190 float dist;
191 int sample_index;
192 world_audio_sample_distances( localplayer.rb.co, &sample_index, &dist );
193
194 audio_lock();
195 vg_dsp.echo_distances[sample_index] = dist;
196
197 v3f ears = { 1.0f,0.0f,0.0f };
198 m3x3_mulv( main_camera.transform, ears, ears );
199 v3_copy( ears, vg_audio.external_listener_ears );
200 v3_copy( main_camera.transform[3], vg_audio.external_listener_pos );
201
202 if( localplayer.gate_waiting ){
203 m4x3_mulv( localplayer.gate_waiting->transport,
204 vg_audio.external_listener_pos,
205 vg_audio.external_listener_pos );
206 }
207
208 v3_copy( localplayer.rb.v, vg_audio.external_lister_velocity );
209 audio_unlock();
210
211 vg.time_rate = 1.0f-menu.factive;
212 vehicle_update_post();
213 }
214
215 VG_STATIC void vg_framebuffer_resize( int w, int h )
216 {
217 render_fb_resize();
218 }
219
220 VG_STATIC void present_view_with_post_processing(void)
221 {
222 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
223 glViewport( 0,0, vg.window_x, vg.window_y );
224
225 glEnable(GL_BLEND);
226 glDisable(GL_DEPTH_TEST);
227 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
228 glBlendEquation(GL_FUNC_ADD);
229
230 v2f inverse;
231 render_fb_inverse_ratio( gpipeline.fb_main, inverse );
232
233 if( cl_blur ){
234 shader_blitblur_use();
235 shader_blitblur_uTexMain( 0 );
236 shader_blitblur_uTexMotion( 1 );
237 shader_blitblur_uBlurStrength( cl_blur_strength /
238 (vg.time_frame_delta*60.0) );
239 shader_blitblur_uInverseRatio( inverse );
240
241 v2f menu_blurring;
242 v2_muls( (v2f){ 0.04f, 0.001f }, menu.factive, menu_blurring );
243 shader_blitblur_uOverrideDir( menu_blurring );
244
245 render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
246 render_fb_bind_texture( gpipeline.fb_main, 1, 1 );
247 }
248 else{
249 shader_blit_use();
250 shader_blit_uTexMain( 0 );
251 shader_blit_uInverseRatio( inverse );
252 render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
253 }
254
255 render_fsquad();
256 }
257
258 VG_STATIC void render_player_transparent(void)
259 {
260 static camera small_cam; /* DOES NOT NEED TO BE STATIC BUT MINGW
261 SAIS OTHERWISE */
262
263 m4x3_copy( main_camera.transform, small_cam.transform );
264
265 small_cam.fov = main_camera.fov;
266 small_cam.nearz = 0.05f;
267 small_cam.farz = 60.0f;
268
269 camera_update_view( &small_cam );
270 camera_update_projection( &small_cam );
271 camera_finalize( &small_cam );
272
273 /* Draw player to window buffer and blend background ontop */
274 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
275 glViewport( 0,0, vg.window_x, vg.window_y );
276 player__render( &small_cam, &localplayer );
277 }
278
279 VG_STATIC void render_scene(void)
280 {
281 render_fb_bind( gpipeline.fb_main, 1 );
282 glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
283 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
284
285 /* Draw world */
286 glEnable( GL_DEPTH_TEST );
287
288 world_instance *view_world = localplayer.viewable_world;
289
290 if( view_world == NULL ){
291 glClearColor( 0.25f, 0.25f, 0.0f, 1.0f );
292 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
293 return;
294 }
295
296 for( u32 i=0; i<vg_list_size(world_global.worlds); i++ ){
297 if( world_global.worlds[i].status == k_world_status_loaded ){
298 world_prerender( &world_global.worlds[i] );
299 }
300 }
301
302 render_world( view_world, &main_camera, 0 );
303
304 render_water_texture( view_world, &main_camera, 0 );
305 render_fb_bind( gpipeline.fb_main, 1 );
306 render_water_surface( view_world, &main_camera );
307 }
308
309 VG_STATIC void render_scene_gate_subview(void)
310 {
311 render_fb_bind( gpipeline.fb_main, 1 );
312 world_instance *view_world = localplayer.viewable_world;
313
314 int depth = 1;
315 if( localplayer.gate_waiting ) depth = 0;
316 render_world_gates( view_world, &main_camera, depth );
317 }
318
319 VG_STATIC void render_main_game(void)
320 {
321 player__pre_render( &localplayer );
322 main_camera.fov = localplayer.cam.fov;
323 v3_copy( localplayer.cam.pos, main_camera.pos );
324 v3_copy( localplayer.cam.angles, main_camera.angles );
325
326 main_camera.nearz = 0.1f;
327 main_camera.farz = 2100.0f;
328
329 camera_update_transform( &main_camera );
330
331 if( localplayer.gate_waiting ){
332 m3x3_mul( localplayer.basis_gate, main_camera.transform,
333 main_camera.transform );
334 }
335 else{
336 m3x3_mul( localplayer.basis, main_camera.transform,
337 main_camera.transform );
338 }
339
340 camera_update_view( &main_camera );
341 camera_update_projection( &main_camera );
342 camera_finalize( &main_camera );
343
344 /* ========== Begin Frame ========== */
345
346 render_scene();
347
348 glEnable( GL_DEPTH_TEST );
349
350 render_player_transparent();
351 render_scene_gate_subview();
352
353 present_view_with_post_processing();
354 /* =========== End Frame =========== */
355 }
356
357 VG_STATIC void vg_render(void)
358 {
359 if( skaterift.async_op == k_async_op_clientloading ){
360 _vg_loader_render();
361 return;
362 }
363
364 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
365
366 glViewport( 0,0, vg.window_x, vg.window_y );
367 glDisable( GL_DEPTH_TEST );
368 glDisable( GL_BLEND );
369
370 glClearColor( 1.0f, 0.0f, 0.0f, 0.0f );
371 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
372
373 render_main_game();
374
375 m4x4_copy( main_camera.mtx.pv, vg.pv );
376
377 /* Other shite */
378 glDisable(GL_BLEND);
379 glDisable(GL_DEPTH_TEST);
380 vg_lines_drawall();
381 glViewport( 0,0, vg.window_x, vg.window_y );
382 gui_draw();
383 }
384
385 VG_STATIC void vg_gui(void)
386 {
387 if( skaterift.async_op == k_async_op_clientloading ) return;
388
389 menu_update();
390 if( menu.active ){
391 glClear( GL_DEPTH_BUFFER_BIT );
392 menu_render();
393 }
394
395 #if 0
396 player__im_gui( &localplayer );
397 #endif
398 world_instance *world = get_active_world();
399
400 workshop_form_gui();
401 render_view_framebuffer_ui();
402 }
403
404 static void async_skaterift_world_loaded( void *payload, u32 size )
405 {
406 skaterift_end_op();
407 }
408
409 static void skaterift_world_changer_thread( void *data )
410 {
411 const char *path = data;
412 world_load( 1, world_global.load_target );
413 vg_async_call( async_skaterift_world_loaded, NULL, 0 );
414 }
415
416 /* holding pattern before we can start loading the new world, since we might be
417 * waiting for audio to stop */
418 static void skaterift_change_world_preupdate(void)
419 {
420 for( u32 i=1; i<vg_list_size(world_global.worlds); i++ ){
421 world_instance *inst = &world_global.worlds[i];
422
423 if( inst->status == k_world_status_unloading ){
424 if( world_freeable( inst ) ){
425 world_free( inst );
426 }
427 return;
428 }
429 }
430
431 vg_info( "worlds cleared, begining load\n" );
432 skaterift_shift_op( k_async_op_world_loading );
433
434 /* finally can start the loader */
435 vg_loader_start( skaterift_world_changer_thread, NULL );
436 }
437
438 /* places all loaded worlds into unloading state */
439 static void skaterift_change_world( const char *world_path )
440 {
441 vg_info( "switching to %s\n", world_path );
442
443 if( world_global.active_world != 0 ){
444 vg_error( "Cannot change worlds while in non-root world\n" );
445 }
446 else{
447 skaterift_begin_op( k_async_op_world_preloading );
448
449 vg_linear_clear( vg_mem.scratch );
450 world_global.load_target = vg_linear_alloc( vg_mem.scratch, 1024 );
451 vg_strncpy( world_path, world_global.load_target,
452 1024, k_strncpy_overflow_fatal );
453
454 vg_info( "unloading old worlds\n" );
455 world_unlink_nonlocal( &world_global.worlds[0] );
456
457 for( u32 i=1; i<vg_list_size(world_global.worlds); i++ ){
458 world_instance *inst = &world_global.worlds[i];
459
460 if( inst->status == k_world_status_loaded ){
461 inst->status = k_world_status_unloading;
462 world_fadeout_audio( inst );
463 }
464 }
465 }
466 }
467
468 static int skaterift_change_world_command( int argc, const char *argv[] )
469 {
470 if( argc == 1 )
471 skaterift_change_world( argv[0] );
472
473 return 0;
474 }
475
476 #else
477
478 #include "skaterift_imgui_dev.c"
479
480 #endif