simplify
[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 struct player_model localplayer_models[3];
27 VG_STATIC struct player_board localplayer_boards[1];
28 VG_STATIC int skaterift_status = 0;
29
30 #include "network.h"
31 #include "menu.h"
32 #include "vehicle.h"
33
34 #define DEV_AARON
35 #ifdef DEV_AARON
36 static rb_object aaron={
37 .type=k_rb_shape_box,
38 .rb.bbx = {{ -2.0f, -1.0f, -1.0f }, { 2.0f, 1.0f, 1.0f }}
39 };
40 #endif
41
42 int main( int argc, char *argv[] )
43 {
44 vg_mem.use_libc_malloc = 0;
45 vg_set_mem_quota( 160*1024*1024 );
46 vg_enter( argc, argv, "Voyager Game Engine" );
47 return 0;
48 }
49
50 VG_STATIC void highscores_save_at_exit(void)
51 {
52 highscores_serialize_all();
53 }
54
55 VG_STATIC void vg_launch_opt(void)
56 {
57 }
58
59 VG_STATIC void vg_preload(void)
60 {
61 g_conf_init();
62
63 vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" );
64 vg_info(" 2021-2023 |\\ /| | / | | | | /| \n" );
65 vg_info(" | \\ / | +-- / +----- +---' | / | \n" );
66 vg_info(" | \\ / | | / | | \\ | / | \n" );
67 vg_info(" | \\/ | | / | | \\ | / | \n" );
68 vg_info(" ' ' '--' [] '----- '----- ' ' '---' "
69 "SOFTWARE\n" );
70
71 highscores_init( 2000, 50 );
72 if( !highscores_read() )
73 highscores_create_db();
74
75 vg_loader_step( NULL, highscores_save_at_exit );
76
77 steam_init();
78 vg_loader_step( NULL, steam_end );
79 vg_loader_step( network_init, network_end );
80
81 #ifdef DEV_AARON
82 q_identity( aaron.rb.q );
83 v3_zero( aaron.rb.w );
84 v3_zero( aaron.rb.co );
85 v3_zero( aaron.rb.v );
86 rb_init_object( &aaron );
87 #endif
88 }
89
90 VG_STATIC void load_playermodels(void)
91 {
92 player_model_load( &localplayer_models[0], "models/ch_new.mdl" );
93 player_model_load( &localplayer_models[1], "models/ch_outlaw.mdl" );
94 player_model_load( &localplayer_models[2], "models/ch_jordan.mdl" );
95
96 player_board_load( &localplayer_boards[0], "models/board_fish.mdl" );
97
98 /* FIXME: hack */
99 shader_model_character_view_register();
100 shader_model_board_view_register();
101 }
102
103 void temp_update_playermodel(void){
104 player__use_model( &localplayer, &localplayer_models[cl_playermdl_id] );
105 }
106
107 VG_STATIC void async_skaterift_complete( void *payload, u32 size )
108 {
109 skaterift_status = 1;
110
111 localplayer.viewable_world = get_active_world();
112 localplayer_cmd_respawn( 1, (const char *[]){ "start" } );
113 }
114
115 VG_STATIC void vg_load(void)
116 {
117 vg_loader_step( render_init, NULL );
118 vg_loader_step( menu_init, NULL );
119 vg_loader_step( world_init, NULL );
120 vg_loader_step( vehicle_init, NULL );
121 vg_loader_step( font3d_init, NULL );
122
123 font3d_load( &world_global.font, "models/rs_font.mdl", vg_mem.rtmemory );
124
125 vg_loader_step( player_init, NULL );
126 vg_loader_step( player_ragdoll_init, NULL );
127
128 /* ----------------- */
129 vg_loader_step( load_playermodels, NULL );
130
131 /* player setup */
132 player__create( &localplayer );
133 player_avatar_load( &localplayer_avatar, "models/ch_new.mdl" );
134 player__use_avatar( &localplayer, &localplayer_avatar );
135 player__use_model( &localplayer, &localplayer_models[cl_playermdl_id] );
136 player__use_board( &localplayer, &localplayer_boards[0] );
137 player__bind( &localplayer );
138
139 /* --------------------- */
140
141 vg_bake_shaders();
142 vg_loader_step( audio_init, audio_free );
143
144 /* 'systems' are completely loaded now */
145
146 /* load home world */
147
148 #if 1
149 world_load( 0, "maps/mp_spawn.mdl" );
150 #else
151 world_load( 0, "maps/mp_mtzero.mdl" );
152 #endif
153
154 #if 0
155 world_load( &world_global.worlds[1], "maps/mp_gridmap.mdl" );
156 world_link_nonlocal_gates( 0, 1 );
157 world_load( &world_global.worlds[2], "maps/mp_mtzero.mdl" );
158 world_link_nonlocal_gates( 0, 2 );
159 #endif
160
161 vg_console_load_autos();
162
163 vg_async_call( async_skaterift_complete, NULL, 0 );
164 }
165
166 VG_STATIC void draw_origin_axis(void)
167 {
168 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 1.0f, 0.0f, 0.0f }, 0xffff0000 );
169 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 1.0f, 0.0f }, 0xff00ff00 );
170 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 0.0f, 1.0f }, 0xff0000ff );
171 }
172
173 VG_STATIC void vg_update(void)
174 {
175 steam_update();
176
177 if( skaterift_status == 1 ){
178 draw_origin_axis();
179 network_update();
180
181 player__pre_update( &localplayer );
182
183 world_update( get_active_world(), localplayer.rb.co );
184 audio_ambient_sprites_update( get_active_world(), localplayer.rb.co );
185 }
186 }
187
188 VG_STATIC void vg_update_fixed(void)
189 {
190 if( skaterift_status == 1 ){
191 world_routes_fixedupdate( get_active_world() );
192
193 player__update( &localplayer );
194 vehicle_update_fixed();
195
196 #ifdef DEV_AARON
197 world_instance *world = get_active_world();
198 rb_solver_reset();
199 rb_ct *buf = rb_global_buffer();
200
201 int l = rb_box__scene( aaron.rb.to_world, aaron.rb.bbx,
202 NULL, &world->rb_geo.inf.scene, buf );
203 for( int j=0; j<l; j++ ){
204 buf[j].rba = &aaron.rb;
205 buf[j].rbb = &world->rb_geo.rb;
206 }
207 rb_contact_count += l;
208 rb_presolve_contacts( rb_contact_buffer, rb_contact_count );
209
210 for( int j=0; j<8; j++ ){
211 rb_solve_contacts( rb_contact_buffer, rb_contact_count );
212 }
213
214 rb_iter( &aaron.rb );
215 rb_update_transform( &aaron.rb );
216 #endif
217
218 }
219 }
220
221 VG_STATIC void vg_update_post(void)
222 {
223 if( skaterift_status == 1 ){
224 player__post_update( &localplayer );
225
226 float dist;
227 int sample_index;
228 world_audio_sample_distances( localplayer.rb.co, &sample_index, &dist );
229
230 audio_lock();
231 vg_dsp.echo_distances[sample_index] = dist;
232
233 v3f ears = { 1.0f,0.0f,0.0f };
234 m3x3_mulv( main_camera.transform, ears, ears );
235 v3_copy( ears, vg_audio.external_listener_ears );
236 v3_copy( main_camera.transform[3], vg_audio.external_listener_pos );
237
238 if( localplayer.gate_waiting ){
239 m4x3_mulv( localplayer.gate_waiting->transport,
240 vg_audio.external_listener_pos,
241 vg_audio.external_listener_pos );
242 }
243
244 v3_copy( localplayer.rb.v, vg_audio.external_lister_velocity );
245 audio_unlock();
246
247 menu_update();
248 vehicle_update_post();
249
250 #ifdef DEV_AARON
251 SDL_Scancode sc = SDL_GetScancodeFromKey( SDLK_q );
252 if( vg_input.sdl_keys[sc] ){
253 m4x3_mulv( main_camera.transform, (v3f){0.0f,0.0f,-3.0f},
254 aaron.rb.co );
255
256 v3_zero( aaron.rb.v );
257 v3_zero( aaron.rb.w );
258 rb_update_transform( &aaron.rb );
259 }
260
261 rb_object_debug( &aaron, VG__PINK );
262 #endif
263 }
264 }
265
266 VG_STATIC void vg_framebuffer_resize( int w, int h )
267 {
268 render_fb_resize();
269 }
270
271 VG_STATIC void present_view_with_post_processing(void)
272 {
273 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
274 glViewport( 0,0, vg.window_x, vg.window_y );
275
276 glEnable(GL_BLEND);
277 glDisable(GL_DEPTH_TEST);
278 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
279 glBlendEquation(GL_FUNC_ADD);
280
281 v2f inverse;
282 render_fb_inverse_ratio( gpipeline.fb_main, inverse );
283
284 if( cl_blur ){
285 shader_blitblur_use();
286 shader_blitblur_uTexMain( 0 );
287 shader_blitblur_uTexMotion( 1 );
288 shader_blitblur_uBlurStrength( cl_blur_strength /
289 (vg.time_frame_delta*60.0) );
290 shader_blitblur_uInverseRatio( inverse );
291
292 v2f menu_blurring;
293 v2_muls( (v2f){ 0.04f, 0.001f }, menu_opacity, menu_blurring );
294 shader_blitblur_uOverrideDir( menu_blurring );
295
296 render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
297 render_fb_bind_texture( gpipeline.fb_main, 1, 1 );
298 }
299 else{
300 shader_blit_use();
301 shader_blit_uTexMain( 0 );
302 shader_blit_uInverseRatio( inverse );
303 render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
304 }
305
306 render_fsquad();
307 }
308
309 VG_STATIC void render_player_transparent(void)
310 {
311 static camera small_cam; /* DOES NOT NEED TO BE STATIC BUT MINGW
312 SAIS OTHERWISE */
313
314 m4x3_copy( main_camera.transform, small_cam.transform );
315
316 small_cam.fov = main_camera.fov;
317 small_cam.nearz = 0.05f;
318 small_cam.farz = 60.0f;
319
320 camera_update_view( &small_cam );
321 camera_update_projection( &small_cam );
322 camera_finalize( &small_cam );
323
324 /* Draw player to window buffer and blend background ontop */
325 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
326 glViewport( 0,0, vg.window_x, vg.window_y );
327 player__render( &small_cam, &localplayer );
328 }
329
330 VG_STATIC void render_scene(void)
331 {
332 render_fb_bind( gpipeline.fb_main, 1 );
333 glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
334 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
335
336 /* Draw world */
337 glEnable( GL_DEPTH_TEST );
338
339 world_instance *view_world = localplayer.viewable_world;
340
341 if( view_world == NULL ){
342 glClearColor( 0.25f, 0.25f, 0.0f, 1.0f );
343 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
344 return;
345 }
346
347 world_prerender( view_world );
348 render_world( view_world, &main_camera, 0 );
349
350 render_water_texture( view_world, &main_camera, 0 );
351 render_fb_bind( gpipeline.fb_main, 1 );
352 render_water_surface( view_world, &main_camera );
353 }
354
355 VG_STATIC void render_scene_gate_subview(void)
356 {
357 render_fb_bind( gpipeline.fb_main, 1 );
358 world_instance *view_world = localplayer.viewable_world;
359
360 int depth = 1;
361 if( localplayer.gate_waiting ) depth = 0;
362 render_world_gates( view_world, &main_camera, depth );
363 }
364
365 VG_STATIC void render_main_game(void)
366 {
367 #if 0
368 static float fov = 60.0f;
369 float fov_target = vg_lerpf( 90.0f, 110.0f, cl_fov );
370
371 if( player.controller == k_player_controller_skate )
372 fov_target = vg_lerpf( 97.0f, 135.0f, cl_fov );
373
374 if( cl_menu )
375 fov_target = menu_fov_target;
376 fov = vg_lerpf( fov, fov_target, vg.frame_delta * 2.0f );
377 fov = freecam? 60.0f: fov;
378
379 main_camera.fov = fov;
380 #endif
381
382 player__pre_render( &localplayer );
383
384 v3_lerp( localplayer.cam.pos, menu_camera_pos, menu_opacity,
385 main_camera.pos );
386 main_camera.angles[0] =
387 vg_alerpf( localplayer.cam.angles[0], menu_camera_angles[0],
388 menu_opacity );
389 main_camera.angles[1] =
390 vg_lerpf ( localplayer.cam.angles[1], menu_camera_angles[1],
391 menu_opacity );
392
393 main_camera.fov = vg_lerpf( localplayer.cam.fov, menu_smooth_fov,
394 menu_opacity );
395 main_camera.nearz = 0.1f;
396 main_camera.farz = 2100.0f;
397
398 camera_update_transform( &main_camera );
399
400 if( localplayer.gate_waiting ){
401 m3x3_mul( localplayer.basis_gate, main_camera.transform,
402 main_camera.transform );
403 }
404 else{
405 m3x3_mul( localplayer.basis, main_camera.transform,
406 main_camera.transform );
407 }
408
409 camera_update_view( &main_camera );
410 camera_update_projection( &main_camera );
411 camera_finalize( &main_camera );
412
413 /* ========== Begin Frame ========== */
414
415 render_scene();
416
417 if( cl_menu ) {
418 //glClear( GL_DEPTH_BUFFER_BIT );
419 menu_render_bg();
420 glEnable( GL_DEPTH_TEST );
421 }
422
423 render_player_transparent();
424 render_scene_gate_subview();
425
426 present_view_with_post_processing();
427
428 if( cl_menu )
429 menu_render_fg( &main_camera );
430
431 /* =========== End Frame =========== */
432 }
433
434 VG_STATIC void vg_render(void)
435 {
436 if( skaterift_status == 0 ){
437 _vg_loader_render();
438 return;
439 }
440
441 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
442
443 glViewport( 0,0, vg.window_x, vg.window_y );
444 glDisable( GL_DEPTH_TEST );
445
446 glClearColor( 1.0f, 0.0f, 0.0f, 0.0f );
447 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
448
449 render_main_game();
450
451 m4x4_copy( main_camera.mtx.pv, vg.pv );
452
453 /* Other shite */
454 glDisable(GL_BLEND);
455 glDisable(GL_DEPTH_TEST);
456 vg_lines_drawall();
457 glViewport( 0,0, vg.window_x, vg.window_y );
458 }
459
460 VG_STATIC void vg_ui(void)
461 {
462 if( skaterift_status == 0 ){
463 return;
464 }
465
466 #if 0
467 player__im_gui( &localplayer );
468 #endif
469 world_instance *world = get_active_world();
470 menu_crap_ui();
471
472 render_view_framebuffer_ui();
473 }