waeeij
[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 #if 0
23 #include "player.h"
24 #else
25 #include "player_interface.h"
26 #include "player_device_walk.h"
27 #include "player_device_skate.h"
28 #include "player_device_dead.h"
29 #include "player_model.h"
30
31 /* temp */
32 VG_STATIC player_interface localplayer;
33 VG_STATIC struct player_avatar localplayer_avatar;
34 VG_STATIC glmesh localplayer_meshes[3];
35
36 #endif
37
38 #include "network.h"
39
40 #if 0
41 #include "menu.h"
42 #endif
43 #include "vehicle.h"
44
45 static int cl_ui = 1,
46 cl_view_id = 0,
47 cl_light_edit = 0;
48
49 int main( int argc, char *argv[] )
50 {
51 vg_mem.use_libc_malloc = 0;
52 vg_set_mem_quota( 128*1024*1024 );
53 vg_enter( argc, argv, "Voyager Game Engine" );
54
55 return 0;
56 }
57
58 VG_STATIC void highscores_save_at_exit(void)
59 {
60 highscores_serialize_all();
61 }
62
63 VG_STATIC void vg_launch_opt(void)
64 {
65
66 }
67
68 VG_STATIC int __kill( int argc, const char *argv[] )
69 {
70 #if 0
71 player_use_device( &localplayer, &player_device_dead, &localplayer_dead );
72 #endif
73 return 0;
74 }
75
76 VG_STATIC int __respawn( int argc, const char *argv[] )
77 {
78 struct respawn_point *rp = NULL, *r;
79
80 if( argc == 1 )
81 {
82 for( int i=0; i<world.spawn_count; i++ )
83 {
84 r = &world.spawns[i];
85 if( !strcmp( r->name, argv[0] ) )
86 {
87 rp = r;
88 break;
89 }
90 }
91
92 if( !rp )
93 vg_warn( "No spawn named '%s'\n", argv[0] );
94 }
95
96 if( !rp )
97 {
98 float min_dist = INFINITY;
99
100 for( int i=0; i<world.spawn_count; i++ )
101 {
102 r = &world.spawns[i];
103 float d = v3_dist2( r->co, localplayer.rb.co );
104
105 vg_info( "Dist %s : %f\n", r->name, d );
106 if( d < min_dist )
107 {
108 min_dist = d;
109 rp = r;
110 }
111 }
112 }
113
114 if( !rp )
115 {
116 vg_error( "No spawn found\n" );
117
118 if( !world.spawn_count )
119 return 0;
120
121 rp = &world.spawns[0];
122 }
123
124 player_spawn( &localplayer, rp );
125 return 1;
126 }
127
128 VG_STATIC void vg_preload(void)
129 {
130 g_conf_init();
131
132 common_var_temp();
133
134 vg_var_push( (struct vg_var){
135 .name = "cl_ui",
136 .data = &cl_ui,
137 .data_type = k_var_dtype_i32,
138 .opt_i32 = { .min=0, .max=1, .clamp=1 },
139 .persistent = 0
140 });
141
142 vg_var_push( (struct vg_var){
143 .name = "cl_view_id",
144 .data = &cl_view_id,
145 .data_type = k_var_dtype_i32,
146 .opt_i32 = { .min=0, .max=1, .clamp=1 },
147 .persistent = 0
148 });
149
150 vg_var_push( (struct vg_var){
151 .name = "ledit",
152 .data = &cl_light_edit,
153 .data_type = k_var_dtype_i32,
154 .opt_i32 = { .min=0, .max=1, .clamp=1 },
155 .persistent = 0
156 });
157
158 vg_function_push( (struct vg_cmd) {
159 .name = "respawn",
160 .function = __respawn,
161 //.poll_suggest = reset_player_poll
162 });
163
164 vg_function_push( (struct vg_cmd) {
165 .name = "ded",
166 .function = __kill,
167 //.poll_suggest = reset_player_poll
168 });
169
170 vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" );
171 vg_info(" 2021-2022 |\\ /| | / | | | | /| \n" );
172 vg_info(" | \\ / | +-- / +----- +---' | / | \n" );
173 vg_info(" | \\ / | | / | | \\ | / | \n" );
174 vg_info(" | \\/ | | / | | \\ | / | \n" );
175 vg_info(" ' ' '--' [] '----- '----- ' ' '---' "
176 "SOFTWARE\n" );
177
178 highscores_init( 2000, 50 );
179 if( !highscores_read() )
180 highscores_create_db();
181
182 vg_loader_step( NULL, highscores_save_at_exit );
183
184 steam_init();
185 vg_loader_step( NULL, steam_end );
186 vg_loader_step( network_init, network_end );
187 }
188
189 VG_STATIC void load_playermodels(void)
190 {
191 vg_linear_clear( vg_mem.scratch );
192
193 /*
194 * load in other player models. This may need to be more sophisticated in
195 * the futre if we have more of these guys
196 */
197 mdl_context ctx_default,
198 ctx_outlaw,
199 ctx_jordan;
200
201 mdl_open( &ctx_default, "models/ch_new.mdl" );
202 mdl_load_metadata( &ctx_default, vg_mem.scratch );
203 mdl_load_mesh_data( &ctx_default, vg_mem.scratch );
204 mdl_close( &ctx_default );
205
206 mdl_open( &ctx_outlaw, "models/ch_outlaw.mdl" );
207 mdl_load_metadata( &ctx_outlaw, vg_mem.scratch );
208 mdl_load_mesh_data( &ctx_outlaw, vg_mem.scratch );
209 mdl_close( &ctx_outlaw );
210
211 mdl_open( &ctx_jordan, "models/ch_jordan.mdl" );
212 mdl_load_metadata( &ctx_jordan, vg_mem.scratch );
213 mdl_load_mesh_data( &ctx_jordan, vg_mem.scratch );
214 mdl_close( &ctx_jordan );
215
216 vg_acquire_thread_sync();
217 {
218 mdl_unpack_glmesh( &ctx_default, &localplayer_meshes[0] );
219 mdl_unpack_glmesh( &ctx_outlaw, &localplayer_meshes[1] );
220 mdl_unpack_glmesh( &ctx_jordan, &localplayer_meshes[2] );
221 }
222 vg_release_thread_sync();
223
224 /* FIXME: hack */
225 shader_viewchar_register();
226 vg_acquire_thread_sync();
227 {
228 vg_tex2d_init( (vg_tex2d *[]){ &tex_characters }, 1 );
229 }
230 vg_release_thread_sync();
231 }
232
233 VG_STATIC void vg_load(void)
234 {
235 vg_loader_step( render_init, NULL );
236 //vg_loader_step( menu_init, NULL );
237 vg_loader_step( world_init, NULL );
238 //vg_loader_step( player_init, NULL );
239 //vg_loader_step( vehicle_init, NULL );
240 //
241 //vg_loader_step( player_model_init, NULL );
242
243 /* ----------------- */
244 vg_loader_step( load_playermodels, NULL );
245
246 /* player setup */
247 player_interface_create_player( &localplayer );
248
249 player_avatar_load( &localplayer_avatar, "models/ch_new.mdl" );
250 player_use_avatar( &localplayer, &localplayer_avatar );
251 player_use_mesh( &localplayer, &localplayer_meshes[0] );
252
253 player_add_device( &localplayer, &player_device_walk );
254 player_add_device( &localplayer, &player_device_skate );
255 player_add_device( &localplayer, &player_device_dead );
256 player_bind( &localplayer );
257
258 /* --------------------- */
259
260 vg_bake_shaders();
261 vg_loader_step( audio_init, audio_free );
262 world_audio_init();
263
264 /* 'systems' are completely loaded now */
265 strcpy( world.world_name, "maps/mp_mtzero.mdl" );
266 strcpy( world.world_name, "maps/mp_gridmap.mdl" );
267 world_load();
268 vg_console_load_autos();
269 }
270
271 VG_STATIC void vg_start(void)
272 {
273 __respawn( 1, (const char *[]){ "start" } );
274 }
275
276 VG_STATIC void draw_origin_axis(void)
277 {
278 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 1.0f, 0.0f, 0.0f }, 0xffff0000 );
279 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 1.0f, 0.0f }, 0xff00ff00 );
280 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 0.0f, 1.0f }, 0xff0000ff );
281 }
282
283 VG_STATIC void vg_update(void)
284 {
285 steam_update();
286
287 if( vg.is_loaded )
288 {
289 draw_origin_axis();
290 network_update();
291
292 #if 0
293 if( !gzoomer.inside )
294 player_update_pre();
295 #endif
296
297 player_pre_update( &localplayer );
298 world_update( localplayer.rb.co );
299 }
300 }
301
302 VG_STATIC void vg_update_fixed(void)
303 {
304 if( vg.is_loaded )
305 {
306 #if 0
307 if( !gzoomer.inside )
308 player_update_fixed();
309
310 vehicle_update_fixed();
311 #endif
312
313 player_update( &localplayer );
314 }
315 }
316
317 VG_STATIC void vg_update_post(void)
318 {
319 if( vg.is_loaded )
320 {
321 #if 0
322 if( gzoomer.inside )
323 {
324 vehicle_camera();
325 }
326 else
327 {
328 player_update_post();
329 }
330 #endif
331
332 player_post_update( &localplayer );
333
334 #if 0
335 menu_update();
336 vehicle_update_post();
337 #endif
338 }
339 }
340
341 VG_STATIC void vg_framebuffer_resize( int w, int h )
342 {
343 render_fb_resize();
344 }
345
346 VG_STATIC void present_view_with_post_processing(void)
347 {
348 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
349
350 glEnable(GL_BLEND);
351 glDisable(GL_DEPTH_TEST);
352 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
353 glBlendEquation(GL_FUNC_ADD);
354
355 if( cl_blur )
356 {
357 shader_blitblur_use();
358 shader_blitblur_uTexMain( 0 );
359 shader_blitblur_uTexMotion( 1 );
360 shader_blitblur_uBlurStrength(cl_blur_strength / (vg.frame_delta*60.0f));
361
362 v2f menu_blurring;
363 //v2_muls( (v2f){ 0.04f, 0.001f }, menu_opacity, menu_blurring );
364 v2_muls( (v2f){ 0.04f, 0.001f }, 0.0f, menu_blurring );
365 shader_blitblur_uOverrideDir( menu_blurring );
366
367 if( cl_view_id == 0 )
368 render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
369 else if( cl_view_id == 1 )
370 render_fb_bind_texture( gpipeline.fb_main, 1, 0 );
371 else
372 render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
373
374 render_fb_bind_texture( gpipeline.fb_main, 1, 1 );
375 }
376 else
377 {
378 shader_blit_use();
379 shader_blit_uTexMain( 0 );
380 render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
381 }
382
383 render_fsquad();
384 }
385
386 VG_STATIC void render_player_transparent(void)
387 {
388 static camera small_cam; /* DOES NOT NEED TO BE STATIC BUT MINGW
389 SAIS OTHERWISE */
390
391 m4x3_copy( main_camera.transform, small_cam.transform );
392
393 small_cam.fov = main_camera.fov;
394 small_cam.nearz = 0.05f;
395 small_cam.farz = 60.0f;
396
397 camera_update_view( &small_cam );
398 camera_update_projection( &small_cam );
399 camera_finalize( &small_cam );
400
401 /* Draw player to window buffer and blend background ontop */
402 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
403 player_render( &small_cam, &localplayer );
404 }
405
406 VG_STATIC void render_scene(void)
407 {
408 render_fb_bind( gpipeline.fb_main );
409 glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
410 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
411
412 /* Draw world */
413 glEnable( GL_DEPTH_TEST );
414 render_world( &main_camera );
415
416
417
418 int player_transparent = 1,
419 player_draw = 1;
420
421 if( !player_transparent && player_draw )
422 player_render( &main_camera, &localplayer );
423
424 render_water_texture( &main_camera );
425 render_fb_bind( gpipeline.fb_main );
426 render_water_surface( &main_camera );
427 render_world_gates( &main_camera );
428
429 if( player_transparent && player_draw )
430 render_player_transparent();
431 }
432
433 VG_STATIC void render_menu(void)
434 {
435 glClear( GL_DEPTH_BUFFER_BIT );
436 #if 0
437 menu_render( &main_camera );
438 #endif
439 }
440
441 VG_STATIC void render_main_game(void)
442 {
443 #if 0
444 static float fov = 60.0f;
445 float fov_target = vg_lerpf( 90.0f, 110.0f, cl_fov );
446
447 if( player.controller == k_player_controller_skate )
448 fov_target = vg_lerpf( 97.0f, 135.0f, cl_fov );
449
450 if( cl_menu )
451 fov_target = menu_fov_target;
452 fov = vg_lerpf( fov, fov_target, vg.frame_delta * 2.0f );
453 fov = freecam? 60.0f: fov;
454
455 main_camera.fov = fov;
456 #endif
457
458 /* copy camera from player.
459 * TODO: blend with camera from menu */
460
461 /* FIXME: TEMP!! */
462 player_pre_render( &localplayer );
463
464 v3_copy( localplayer.cam.pos, main_camera.pos );
465 v3_copy( localplayer.cam.angles, main_camera.angles );
466 main_camera.fov = localplayer.cam.fov;
467 main_camera.nearz = 0.1f;
468 main_camera.farz = 2100.0f;
469
470 camera_update_transform( &main_camera );
471 camera_update_view( &main_camera );
472 camera_update_projection( &main_camera );
473 camera_finalize( &main_camera );
474
475 /* ========== Begin Frame ========== */
476
477 render_scene();
478 present_view_with_post_processing();
479
480 #if 0
481 if( cl_menu )
482 {
483 render_menu();
484 render_player_transparent();
485 }
486 #endif
487
488 /* =========== End Frame =========== */
489 }
490
491 VG_STATIC void vg_render(void)
492 {
493 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
494
495 glViewport( 0,0, vg.window_x, vg.window_y );
496 glDisable( GL_DEPTH_TEST );
497
498 glClearColor( 1.0f, 0.0f, 0.0f, 0.0f );
499 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
500
501 render_main_game();
502
503 /* Other shite */
504 glDisable(GL_BLEND);
505 glDisable( GL_DEPTH_TEST );
506 vg_lines_drawall( (float *)main_camera.mtx.pv );
507 glViewport( 0,0, vg.window_x, vg.window_y );
508 }
509
510 VG_STATIC void run_light_widget( struct light_widget *lw );
511 VG_STATIC void vg_ui(void)
512 {
513 player_ui( &localplayer );
514
515 #if 0
516 menu_crap_ui();
517 #endif
518
519 if( cl_light_edit )
520 {
521 vg_uictx.cursor[0] = 10;
522 vg_uictx.cursor[1] = 10;
523 vg_uictx.cursor[2] = 200;
524 vg_uictx.cursor[3] = 20;
525
526 struct ub_world_lighting *wl = &gpipeline.ub_world_lighting;
527 struct ui_slider_vector
528 s5 = { .min=0.0f, .max=2.0f, .len=3, .data=wl->g_ambient_colour };
529
530 struct ui_slider
531 s8 = { .min=0.0f, .max=2.0f, .data = &gpipeline.shadow_spread },
532 s9 = { .min=0.0f, .max=25.0f, .data = &gpipeline.shadow_length };
533
534 for( int i=0; i<3; i++ )
535 run_light_widget( &gpipeline.widgets[i] );
536
537 ui_text( vg_uictx.cursor, "Ambient", 1, 0 );
538 vg_uictx.cursor[1] += 16;
539 ui_slider_vector( &s5 );
540
541 ui_text( vg_uictx.cursor, "Shadows", 1, 0 );
542 vg_uictx.cursor[1] += 16;
543 ui_slider( &s8 );
544 ui_slider( &s9 );
545
546 ui_text( vg_uictx.cursor, "Misc", 1, 0 );
547 vg_uictx.cursor[1] += 16;
548 struct ui_checkbox c1 = {.data = &wl->g_light_preview};
549 ui_checkbox( &c1 );
550
551 render_update_lighting_ub();
552 }
553
554 //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
555 if( cl_ui )
556 {
557 render_world_routes_ui();
558 }
559 //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
560
561 audio_debug_soundscapes();
562 render_view_framebuffer_ui();
563
564 #if 0
565 player_physics_gui();
566 #endif
567 }
568
569 VG_STATIC void run_light_widget( struct light_widget *lw )
570 {
571 struct ui_checkbox c1 = { .data=&lw->enabled };
572
573 ui_checkbox( &c1 );
574
575 if( lw->enabled )
576 {
577 struct ui_slider_vector
578 colour = { .min=0.0f, .max=2.0f, .len=3, .data=lw->colour },
579 dir = { .min=-VG_PIf, .max=VG_PIf, .len=2, .data=lw->dir };
580
581 ui_slider_vector( &colour );
582 vg_uictx.cursor[1] += 4;
583 ui_slider_vector( &dir );
584 }
585 }
586
587 VG_STATIC void run_debug_info(void)
588 {
589 #if 0
590 char buf[40];
591
592 snprintf( buf, 40, "%.2fm/s", v3_length( player.rb.v ) );
593 ui_text( (ui_px [2]){ 0, 0 }, buf, 1, k_text_align_left );
594
595 snprintf( buf, 40, "%.2f %.2f %.2f m/s",
596 player.phys.a[0], player.phys.a[1], player.phys.a[2] );
597 ui_text( (ui_px [2]){ 0, 20 }, buf, 1, k_text_align_left );
598
599 snprintf( buf, 40, "pos %.2f %.2f %.2f",
600 player.phys.rb.co[0], player.phys.rb.co[1], player.phys.rb.co[2] );
601 ui_text( (ui_px [2]){ 0, 40 }, buf, 1, k_text_align_left );
602
603 if( vg_input.controller_handle )
604 {
605 for( int i=0; i<vg_list_size(vg_input.controller_axises); i++ )
606 {
607 snprintf( buf, 40, "%.2f", vg_input.controller_axises[i] );
608 ui_text( (ui_px [2]){ 0, (i+3)*20 }, buf, 1, k_text_align_left );
609 }
610 }
611 else
612 {
613 ui_text( (ui_px [2]){ 0, 60 },
614 "Gamepad not ready", 1, k_text_align_left );
615 }
616 #endif
617 }