wowwww
[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 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 player_instance *tmp_localplayer(void)
31 {
32 return &localplayer;
33 }
34
35 #include "network.h"
36 #include "menu.h"
37 #include "vehicle.h"
38
39 static int cl_ui = 1,
40 cl_view_id = 0,
41 cl_light_edit = 0;
42
43 int main( int argc, char *argv[] )
44 {
45 vg_mem.use_libc_malloc = 0;
46 vg_set_mem_quota( 160*1024*1024 );
47 vg_enter( argc, argv, "Voyager Game Engine" );
48
49 return 0;
50 }
51
52 VG_STATIC void highscores_save_at_exit(void)
53 {
54 highscores_serialize_all();
55 }
56
57 VG_STATIC void vg_launch_opt(void)
58 {
59
60 }
61
62 VG_STATIC int __kill( int argc, const char *argv[] )
63 {
64 #if 0
65 player_use_device( &localplayer, &player_device_dead, &localplayer_dead );
66 #endif
67 return 0;
68 }
69
70 VG_STATIC int __respawn( int argc, const char *argv[] )
71 {
72 ent_spawn *rp = NULL, *r;
73 world_instance *world = get_active_world();
74
75 if( argc == 1 ){
76 for( u32 i=0; i<mdl_arrcount(&world->ent_spawn); i++ ){
77 r = mdl_arritm( &world->ent_spawn, i );
78 if( !strcmp( mdl_pstr(&world->meta, r->pstr_name),argv[0] ) ){
79 rp = r;
80 break;
81 }
82 }
83
84 if( !rp )
85 vg_warn( "No spawn named '%s'\n", argv[0] );
86 }
87
88 if( !rp ){
89 float min_dist = INFINITY;
90
91 for( u32 i=0; i<mdl_arrcount(&world->ent_spawn); i++ ){
92 r = mdl_arritm( &world->ent_spawn, i );
93 float d = v3_dist2( r->transform.co, localplayer.rb.co );
94
95 if( d < min_dist ){
96 min_dist = d;
97 rp = r;
98 }
99 }
100 }
101
102 if( !rp ){
103 vg_error( "No spawn found\n" );
104
105 if( !mdl_arrcount(&world->ent_spawn) )
106 return 0;
107
108 rp = mdl_arritm( &world->ent_spawn, 0 );
109 }
110
111 player__spawn( &localplayer, rp );
112 return 1;
113 }
114
115 VG_STATIC void vg_preload(void)
116 {
117 g_conf_init();
118
119 common_var_temp();
120
121 vg_var_push( (struct vg_var){
122 .name = "cl_ui",
123 .data = &cl_ui,
124 .data_type = k_var_dtype_i32,
125 .opt_i32 = { .min=0, .max=1, .clamp=1 },
126 .persistent = 0
127 });
128
129 vg_var_push( (struct vg_var){
130 .name = "cl_view_id",
131 .data = &cl_view_id,
132 .data_type = k_var_dtype_i32,
133 .opt_i32 = { .min=0, .max=1, .clamp=1 },
134 .persistent = 0
135 });
136
137 vg_var_push( (struct vg_var){
138 .name = "ledit",
139 .data = &cl_light_edit,
140 .data_type = k_var_dtype_i32,
141 .opt_i32 = { .min=0, .max=1, .clamp=1 },
142 .persistent = 0
143 });
144
145 vg_function_push( (struct vg_cmd) {
146 .name = "respawn",
147 .function = __respawn,
148 //.poll_suggest = reset_player_poll
149 });
150
151 vg_function_push( (struct vg_cmd) {
152 .name = "ded",
153 .function = __kill,
154 //.poll_suggest = reset_player_poll
155 });
156
157 vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" );
158 vg_info(" 2021-2022 |\\ /| | / | | | | /| \n" );
159 vg_info(" | \\ / | +-- / +----- +---' | / | \n" );
160 vg_info(" | \\ / | | / | | \\ | / | \n" );
161 vg_info(" | \\/ | | / | | \\ | / | \n" );
162 vg_info(" ' ' '--' [] '----- '----- ' ' '---' "
163 "SOFTWARE\n" );
164
165 highscores_init( 2000, 50 );
166 if( !highscores_read() )
167 highscores_create_db();
168
169 vg_loader_step( NULL, highscores_save_at_exit );
170
171 steam_init();
172 vg_loader_step( NULL, steam_end );
173 vg_loader_step( network_init, network_end );
174 }
175
176 VG_STATIC void load_playermodels(void)
177 {
178 vg_linear_clear( vg_mem.scratch );
179
180 /*
181 * load in other player models. This may need to be more sophisticated in
182 * the futre if we have more of these guys
183 */
184 mdl_context ctx_default,
185 ctx_outlaw,
186 ctx_jordan;
187
188 mdl_open( &ctx_default, "models/ch_new.mdl", vg_mem.scratch );
189 mdl_load_metadata_block( &ctx_default, vg_mem.scratch );
190 mdl_load_mesh_block( &ctx_default, vg_mem.scratch );
191 mdl_close( &ctx_default );
192
193 mdl_open( &ctx_outlaw, "models/ch_outlaw.mdl", vg_mem.scratch );
194 mdl_load_metadata_block( &ctx_outlaw, vg_mem.scratch );
195 mdl_load_mesh_block( &ctx_outlaw, vg_mem.scratch );
196 mdl_close( &ctx_outlaw );
197
198 mdl_open( &ctx_jordan, "models/ch_jordan.mdl", vg_mem.scratch );
199 mdl_load_metadata_block( &ctx_jordan, vg_mem.scratch );
200 mdl_load_mesh_block( &ctx_jordan, vg_mem.scratch );
201 mdl_close( &ctx_jordan );
202
203 vg_acquire_thread_sync();
204 {
205 mdl_unpack_glmesh( &ctx_default, &localplayer_meshes[0] );
206 mdl_unpack_glmesh( &ctx_outlaw, &localplayer_meshes[1] );
207 mdl_unpack_glmesh( &ctx_jordan, &localplayer_meshes[2] );
208 }
209 vg_release_thread_sync();
210
211 /* FIXME: hack */
212 shader_model_character_view_register();
213 vg_acquire_thread_sync();
214 {
215 vg_tex2d_init( (vg_tex2d *[]){ &localplayer_texture }, 1 );
216 }
217 vg_release_thread_sync();
218 }
219
220 void temp_update_playermodel(void){
221 player__use_mesh( &localplayer, &localplayer_meshes[cl_playermdl_id] );
222 }
223
224 VG_STATIC void vg_load(void)
225 {
226 vg_loader_step( render_init, NULL );
227 vg_loader_step( menu_init, NULL );
228 vg_loader_step( world_init, NULL );
229 //vg_loader_step( player_init, NULL );
230 //vg_loader_step( vehicle_init, NULL );
231 //
232 //vg_loader_step( player_model_init, NULL );
233
234 /* ----------------- */
235 vg_loader_step( load_playermodels, NULL );
236
237 /* player setup */
238 player__create( &localplayer );
239 player_avatar_load( &localplayer_avatar, "models/ch_new.mdl" );
240 player__use_avatar( &localplayer, &localplayer_avatar );
241 player__use_mesh( &localplayer, &localplayer_meshes[cl_playermdl_id] );
242 player__use_texture( &localplayer, &localplayer_texture );
243 player__bind( &localplayer );
244
245 /* --------------------- */
246
247 vg_bake_shaders();
248 vg_loader_step( audio_init, audio_free );
249
250 /* 'systems' are completely loaded now */
251
252 /* load home world */
253 world_load( &world_global.worlds[0], "maps/mp_mtzero.mdl" );
254
255 #if 0
256 world_load( &world_global.worlds[1], "maps/mp_gridmap.mdl" );
257 world_link_nonlocal_gates( 0, 1 );
258 world_load( &world_global.worlds[2], "maps/mp_mtzero.mdl" );
259 world_link_nonlocal_gates( 0, 2 );
260 #endif
261
262 vg_console_load_autos();
263 }
264
265 VG_STATIC void vg_start(void)
266 {
267 __respawn( 1, (const char *[]){ "start" } );
268 }
269
270 VG_STATIC void draw_origin_axis(void)
271 {
272 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 1.0f, 0.0f, 0.0f }, 0xffff0000 );
273 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 1.0f, 0.0f }, 0xff00ff00 );
274 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 0.0f, 1.0f }, 0xff0000ff );
275 }
276
277 VG_STATIC void vg_update(void)
278 {
279 steam_update();
280
281 if( vg.is_loaded )
282 {
283 draw_origin_axis();
284 network_update();
285
286 #if 0
287 if( !gzoomer.inside )
288 player_update_pre();
289 #endif
290
291 player__pre_update( &localplayer );
292 world_update( get_active_world(), localplayer.rb.co );
293
294 audio_update();
295 }
296 }
297
298 VG_STATIC void vg_update_fixed(void)
299 {
300 if( vg.is_loaded )
301 {
302 #if 0
303 if( !gzoomer.inside )
304 player_update_fixed();
305
306 vehicle_update_fixed();
307 #endif
308
309 player__update( &localplayer );
310 }
311 }
312
313 VG_STATIC void vg_update_post(void)
314 {
315 if( vg.is_loaded )
316 {
317 #if 0
318 if( gzoomer.inside )
319 {
320 vehicle_camera();
321 }
322 else
323 {
324 player_update_post();
325 }
326 #endif
327
328 player__post_update( &localplayer );
329
330
331 float inr3 = 0.57735027,
332 inr2 = 0.70710678118;
333
334 v3f sample_directions[] = {
335 { -1.0f, 0.0f, 0.0f },
336 { 1.0f, 0.0f, 0.0f },
337 { 0.0f, 0.0f, 1.0f },
338 { 0.0f, 0.0f, -1.0f },
339 { 0.0f, 1.0f, 0.0f },
340 { 0.0f, -1.0f, 0.0f },
341 { -inr3, inr3, inr3 },
342 { inr3, inr3, inr3 },
343 { -inr3, inr3, -inr3 },
344 { inr3, inr3, -inr3 },
345 { -inr2, 0.0f, inr2 },
346 { inr2, 0.0f, inr2 },
347 { -inr2, 0.0f, -inr2 },
348 { inr2, 0.0f, -inr2 },
349 };
350
351 static int si = 0;
352 static float distances[16];
353
354 ray_hit ray;
355 ray.dist = 5.0f;
356
357 v3f rc, rd, ro;
358 v3_copy( sample_directions[ si ], rd );
359 v3_add( localplayer.rb.co, (v3f){0.0f,1.5f,0.0f}, ro );
360 v3_copy( ro, rc );
361
362 float dist = 200.0f;
363
364 for( int i=0; i<10; i++ ){
365 if( ray_world( get_active_world(), rc, rd, &ray ) ){
366 dist = (float)i*5.0f + ray.dist;
367 break;
368 }
369 else{
370 v3_muladds( rc, rd, ray.dist, rc );
371 }
372 }
373
374 distances[si] = dist;
375
376
377 for( int i=0; i<14; i++ ){
378 if( distances[i] != 200.0f ){
379 u32 colours[] = { VG__RED, VG__BLUE, VG__GREEN,
380 VG__CYAN, VG__YELOW, VG__PINK,
381 VG__WHITE };
382
383 u32 colour = colours[i%7];
384
385 v3f p1;
386 v3_muladds( ro, sample_directions[i], distances[i], p1 );
387 vg_line( ro, p1, colour );
388 vg_line_pt3( p1, 0.1f, colour );
389 }
390 }
391
392 si ++;
393 if( si >= 14 )
394 si = 0;
395
396
397 /* FIXME: TEMP */
398 audio_lock();
399 vg_dsp.echo_distances[si] = dist;
400
401 v3f ears = { 1.0f,0.0f,0.0f };
402 m3x3_mulv( main_camera.transform, ears, ears );
403 v3_copy( ears, vg_audio.external_listener_ears );
404 v3_copy( main_camera.transform[3], vg_audio.external_listener_pos );
405
406 /* TODO: this is transformed back and fourth twice. */
407 if( localplayer.gate_waiting ){
408 m4x3_mulv( localplayer.gate_waiting->transport,
409 vg_audio.external_listener_pos,
410 vg_audio.external_listener_pos );
411 }
412
413 v3_copy( localplayer.rb.v, vg_audio.external_lister_velocity );
414 audio_unlock();
415
416 menu_update();
417 #if 0
418 vehicle_update_post();
419 #endif
420 }
421 }
422
423 VG_STATIC void vg_framebuffer_resize( int w, int h )
424 {
425 render_fb_resize();
426 }
427
428 VG_STATIC void present_view_with_post_processing(void)
429 {
430 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
431
432 glEnable(GL_BLEND);
433 glDisable(GL_DEPTH_TEST);
434 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
435 glBlendEquation(GL_FUNC_ADD);
436
437 if( cl_blur ){
438 shader_blitblur_use();
439 shader_blitblur_uTexMain( 0 );
440 shader_blitblur_uTexMotion( 1 );
441 shader_blitblur_uBlurStrength(cl_blur_strength / (vg.frame_delta*60.0f));
442
443 v2f menu_blurring;
444 v2_muls( (v2f){ 0.04f, 0.001f }, menu_opacity, menu_blurring );
445 shader_blitblur_uOverrideDir( menu_blurring );
446
447 if( cl_view_id == 0 )
448 render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
449 else if( cl_view_id == 1 )
450 render_fb_bind_texture( gpipeline.fb_main, 1, 0 );
451 else
452 render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
453
454 render_fb_bind_texture( gpipeline.fb_main, 1, 1 );
455 }
456 else{
457 shader_blit_use();
458 shader_blit_uTexMain( 0 );
459 render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
460 }
461
462 render_fsquad();
463 }
464
465 VG_STATIC void render_player_transparent(void)
466 {
467 static camera small_cam; /* DOES NOT NEED TO BE STATIC BUT MINGW
468 SAIS OTHERWISE */
469
470 m4x3_copy( main_camera.transform, small_cam.transform );
471
472 small_cam.fov = main_camera.fov;
473 small_cam.nearz = 0.05f;
474 small_cam.farz = 60.0f;
475
476 camera_update_view( &small_cam );
477 camera_update_projection( &small_cam );
478 camera_finalize( &small_cam );
479
480 /* Draw player to window buffer and blend background ontop */
481 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
482 player__render( &small_cam, &localplayer );
483 }
484
485 VG_STATIC void render_scene(void)
486 {
487 render_fb_bind( gpipeline.fb_main );
488 glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
489 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
490
491 /* Draw world */
492 glEnable( GL_DEPTH_TEST );
493
494 world_instance *view_world = localplayer.viewable_world;
495
496 if( view_world == NULL ){
497 glClearColor( 0.25f, 0.25f, 0.0f, 1.0f );
498 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
499 return;
500 }
501
502 render_world( view_world, &main_camera, 0 );
503
504
505 render_water_texture( view_world, &main_camera, 0 );
506 render_fb_bind( gpipeline.fb_main );
507 render_water_surface( view_world, &main_camera );
508
509 int depth = 1;
510 if( localplayer.gate_waiting ) depth = 0;
511 render_world_gates( view_world, &main_camera, depth );
512
513 if( !cl_menu )
514 render_player_transparent();
515 }
516
517 VG_STATIC void render_main_game(void)
518 {
519 #if 0
520 static float fov = 60.0f;
521 float fov_target = vg_lerpf( 90.0f, 110.0f, cl_fov );
522
523 if( player.controller == k_player_controller_skate )
524 fov_target = vg_lerpf( 97.0f, 135.0f, cl_fov );
525
526 if( cl_menu )
527 fov_target = menu_fov_target;
528 fov = vg_lerpf( fov, fov_target, vg.frame_delta * 2.0f );
529 fov = freecam? 60.0f: fov;
530
531 main_camera.fov = fov;
532 #endif
533
534 player__pre_render( &localplayer );
535
536 v3_lerp( localplayer.cam.pos, menu_camera_pos, menu_opacity,
537 main_camera.pos );
538 main_camera.angles[0] =
539 vg_alerpf( localplayer.cam.angles[0], menu_camera_angles[0],
540 menu_opacity );
541 main_camera.angles[1] =
542 vg_lerpf ( localplayer.cam.angles[1], menu_camera_angles[1],
543 menu_opacity );
544
545 main_camera.fov = vg_lerpf( localplayer.cam.fov, menu_smooth_fov,
546 menu_opacity );
547 main_camera.nearz = 0.1f;
548 main_camera.farz = 2100.0f;
549
550 camera_update_transform( &main_camera );
551
552 if( localplayer.gate_waiting ){
553 m3x3_mul( localplayer.basis_gate, main_camera.transform,
554 main_camera.transform );
555 }
556 else{
557 m3x3_mul( localplayer.basis, main_camera.transform,
558 main_camera.transform );
559 }
560
561 camera_update_view( &main_camera );
562 camera_update_projection( &main_camera );
563 camera_finalize( &main_camera );
564
565 /* ========== Begin Frame ========== */
566
567 render_scene();
568
569 if( cl_menu ) {
570 glClear( GL_DEPTH_BUFFER_BIT );
571 menu_render_bg();
572 glEnable( GL_DEPTH_TEST );
573 render_player_transparent();
574 }
575
576 present_view_with_post_processing();
577
578 if( cl_menu )
579 menu_render_fg( &main_camera );
580
581 /* =========== End Frame =========== */
582 }
583
584 VG_STATIC void vg_render(void)
585 {
586 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
587
588 glViewport( 0,0, vg.window_x, vg.window_y );
589 glDisable( GL_DEPTH_TEST );
590
591 glClearColor( 1.0f, 0.0f, 0.0f, 0.0f );
592 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
593
594 render_main_game();
595
596 m4x4_copy( main_camera.mtx.pv, vg.pv );
597
598 /* Other shite */
599 glDisable(GL_BLEND);
600 glDisable(GL_DEPTH_TEST);
601 vg_lines_drawall();
602 glViewport( 0,0, vg.window_x, vg.window_y );
603 }
604
605 VG_STATIC void run_light_widget( struct light_widget *lw );
606 VG_STATIC void vg_ui(void)
607 {
608 #if 0
609 player__im_gui( &localplayer );
610 #endif
611 world_instance *world = get_active_world();
612 menu_crap_ui();
613
614 #if 0
615 if( cl_light_edit )
616 {
617 vg_uictx.cursor[0] = 10;
618 vg_uictx.cursor[1] = 10;
619 vg_uictx.cursor[2] = 200;
620 vg_uictx.cursor[3] = 20;
621
622 struct ub_world_lighting *wl = &gpipeline.ub_world_lighting;
623 struct ui_slider_vector
624 s5 = { .min=0.0f, .max=2.0f, .len=3, .data=wl->g_ambient_colour };
625
626 struct ui_slider
627 s8 = { .min=0.0f, .max=2.0f, .data = &gpipeline.shadow_spread },
628 s9 = { .min=0.0f, .max=25.0f, .data = &gpipeline.shadow_length };
629
630 for( int i=0; i<3; i++ )
631 run_light_widget( &gpipeline.widgets[i] );
632
633 ui_text( vg_uictx.cursor, "Ambient", 1, 0 );
634 vg_uictx.cursor[1] += 16;
635 ui_slider_vector( &s5 );
636
637 ui_text( vg_uictx.cursor, "Shadows", 1, 0 );
638 vg_uictx.cursor[1] += 16;
639 ui_slider( &s8 );
640 ui_slider( &s9 );
641
642 ui_text( vg_uictx.cursor, "Misc", 1, 0 );
643 vg_uictx.cursor[1] += 16;
644 struct ui_checkbox c1 = {.data = &wl->g_light_preview};
645 ui_checkbox( &c1 );
646
647 render_update_lighting_ub();
648 }
649 #endif
650
651 audio_debug_soundscapes();
652 render_view_framebuffer_ui();
653
654 #if 0
655 player_physics_gui();
656 #endif
657 }
658
659 VG_STATIC void run_light_widget( struct light_widget *lw )
660 {
661 struct ui_checkbox c1 = { .data=&lw->enabled };
662
663 ui_checkbox( &c1 );
664
665 if( lw->enabled )
666 {
667 struct ui_slider_vector
668 colour = { .min=0.0f, .max=2.0f, .len=3, .data=lw->colour },
669 dir = { .min=-VG_PIf, .max=VG_PIf, .len=2, .data=lw->dir };
670
671 ui_slider_vector( &colour );
672 vg_uictx.cursor[1] += 4;
673 ui_slider_vector( &dir );
674 }
675 }
676
677 VG_STATIC void run_debug_info(void)
678 {
679 #if 0
680 char buf[40];
681
682 snprintf( buf, 40, "%.2fm/s", v3_length( player.rb.v ) );
683 ui_text( (ui_px [2]){ 0, 0 }, buf, 1, k_text_align_left );
684
685 snprintf( buf, 40, "%.2f %.2f %.2f m/s",
686 player.phys.a[0], player.phys.a[1], player.phys.a[2] );
687 ui_text( (ui_px [2]){ 0, 20 }, buf, 1, k_text_align_left );
688
689 snprintf( buf, 40, "pos %.2f %.2f %.2f",
690 player.phys.rb.co[0], player.phys.rb.co[1], player.phys.rb.co[2] );
691 ui_text( (ui_px [2]){ 0, 40 }, buf, 1, k_text_align_left );
692
693 if( vg_input.controller_handle )
694 {
695 for( int i=0; i<vg_list_size(vg_input.controller_axises); i++ )
696 {
697 snprintf( buf, 40, "%.2f", vg_input.controller_axises[i] );
698 ui_text( (ui_px [2]){ 0, (i+3)*20 }, buf, 1, k_text_align_left );
699 }
700 }
701 else
702 {
703 ui_text( (ui_px [2]){ 0, 60 },
704 "Gamepad not ready", 1, k_text_align_left );
705 }
706 #endif
707 }