2 * =============================================================================
4 * Copyright . . . -----, ,----- ,---. .---.
5 * 2021-2023 |\ /| | / | | | | /|
6 * | \ / | +-- / +----- +---' | / |
7 * | \ / | | / | | \ | / |
8 * | \/ | | / | | \ | / |
9 * ' ' '--' [] '----- '----- ' ' '---' SOFTWARE
11 * =============================================================================
35 static struct player_avatar localplayer_avatar
;
36 static struct player_model localplayer_models
[3];
39 int main( int argc
, char *argv
[] )
41 vg_mem
.use_libc_malloc
= 0;
42 vg_set_mem_quota( 160*1024*1024 );
43 vg_enter( argc
, argv
, "Voyager Game Engine" );
47 VG_STATIC
void highscores_save_at_exit(void)
49 highscores_serialize_all();
52 VG_STATIC
void vg_launch_opt(void)
56 VG_STATIC
void vg_preload(void)
60 vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" );
61 vg_info(" 2021-2023 |\\ /| | / | | | | /| \n" );
62 vg_info(" | \\ / | +-- / +----- +---' | / | \n" );
63 vg_info(" | \\ / | | / | | \\ | / | \n" );
64 vg_info(" | \\/ | | / | | \\ | / | \n" );
65 vg_info(" ' ' '--' [] '----- '----- ' ' '---' "
68 highscores_init( 2000, 50 );
69 if( !highscores_read() )
70 highscores_create_db();
72 vg_loader_step( NULL
, highscores_save_at_exit
);
75 vg_loader_step( NULL
, steam_end
);
76 vg_loader_step( network_init
, network_end
);
79 VG_STATIC
void load_playermodels(void)
81 player_model_load( &localplayer_models
[0], "models/ch_new.mdl" );
82 player_model_load( &localplayer_models
[1], "models/ch_outlaw.mdl" );
83 player_model_load( &localplayer_models
[2], "models/ch_jordan.mdl" );
86 shader_model_character_view_register();
87 shader_model_board_view_register();
88 shader_model_entity_register();
91 void temp_update_playermodel(void){
92 player__use_model( &localplayer
, &localplayer_models
[cl_playermdl_id
] );
95 VG_STATIC
void async_skaterift_complete( void *payload
, u32 size
)
97 localplayer
.viewable_world
= get_active_world();
98 localplayer_cmd_respawn( 1, (const char *[]){ "start" } );
103 VG_STATIC
void vg_load(void)
105 vg_console_reg_cmd( "changeworld", skaterift_change_world_command
, NULL
);
107 vg_loader_step( render_init
, NULL
);
108 vg_loader_step( menu_init
, NULL
);
109 vg_loader_step( world_init
, NULL
);
110 vg_loader_step( vehicle_init
, NULL
);
111 vg_loader_step( font3d_init
, NULL
);
113 font3d_load( &world_global
.font
, "models/rs_font.mdl", vg_mem
.rtmemory
);
115 vg_loader_step( player_init
, NULL
);
116 vg_loader_step( player_ragdoll_init
, NULL
);
117 vg_loader_step( workshop_init
, NULL
);
118 vg_loader_step( skateshop_init
, NULL
);
120 /* ----------------- */
121 vg_loader_step( load_playermodels
, NULL
);
124 player__create( &localplayer
);
125 player_avatar_load( &localplayer_avatar
, "models/ch_new.mdl" );
126 player__use_avatar( &localplayer
, &localplayer_avatar
);
127 player__use_model( &localplayer
, &localplayer_models
[cl_playermdl_id
] );
128 player__bind( &localplayer
);
130 /* --------------------- */
133 vg_loader_step( audio_init
, audio_free
);
135 /* 'systems' are completely loaded now */
136 /* load home/permanent world */
137 world_load( 0, "maps/mp_spawn.mdl" );
139 vg_console_load_autos();
142 vg_async_call( async_skaterift_complete
, NULL
, 0 );
145 VG_STATIC
void draw_origin_axis(void)
147 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 1.0f
, 0.0f
, 0.0f
}, 0xffff0000 );
148 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 0.0f
, 1.0f
, 0.0f
}, 0xff00ff00 );
149 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 0.0f
, 0.0f
, 1.0f
}, 0xff0000ff );
152 static void skaterift_change_world_preupdate(void);
153 VG_STATIC
void vg_update(void)
156 skaterift_preupdate_inputs();
157 if( skaterift
.async_op
== k_async_op_clientloading
) return;
158 if( skaterift
.async_op
== k_async_op_world_preloading
){
159 skaterift_change_world_preupdate();
165 player__pre_update( &localplayer
);
166 global_skateshop_preupdate();
168 world_update( get_active_world(), localplayer
.rb
.co
);
169 audio_ambient_sprites_update( get_active_world(), localplayer
.rb
.co
);
170 //gui_helper_action( localplayer.input_use, "\x7f Hello \x1f""A \x1e\x84" );
173 VG_STATIC
void vg_update_fixed(void)
175 if( skaterift
.async_op
== k_async_op_clientloading
) return;
177 world_routes_fixedupdate( get_active_world() );
178 player__update( &localplayer
);
179 vehicle_update_fixed();
182 VG_STATIC
void vg_update_post(void)
184 if( skaterift
.async_op
== k_async_op_clientloading
) return;
186 player__post_update( &localplayer
);
190 world_audio_sample_distances( localplayer
.rb
.co
, &sample_index
, &dist
);
193 vg_dsp
.echo_distances
[sample_index
] = dist
;
195 v3f ears
= { 1.0f
,0.0f
,0.0f
};
196 m3x3_mulv( main_camera
.transform
, ears
, ears
);
197 v3_copy( ears
, vg_audio
.external_listener_ears
);
198 v3_copy( main_camera
.transform
[3], vg_audio
.external_listener_pos
);
200 if( localplayer
.gate_waiting
){
201 m4x3_mulv( localplayer
.gate_waiting
->transport
,
202 vg_audio
.external_listener_pos
,
203 vg_audio
.external_listener_pos
);
206 v3_copy( localplayer
.rb
.v
, vg_audio
.external_lister_velocity
);
209 vg
.time_rate
= 1.0f
-menu
.factive
;
210 vehicle_update_post();
213 VG_STATIC
void vg_framebuffer_resize( int w
, int h
)
218 VG_STATIC
void present_view_with_post_processing(void)
220 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
221 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
224 glDisable(GL_DEPTH_TEST
);
225 glBlendFunc(GL_ONE_MINUS_DST_ALPHA
, GL_DST_ALPHA
);
226 glBlendEquation(GL_FUNC_ADD
);
229 render_fb_inverse_ratio( gpipeline
.fb_main
, inverse
);
232 shader_blitblur_use();
233 shader_blitblur_uTexMain( 0 );
234 shader_blitblur_uTexMotion( 1 );
235 shader_blitblur_uBlurStrength( cl_blur_strength
/
236 (vg
.time_frame_delta
*60.0) );
237 shader_blitblur_uInverseRatio( inverse
);
240 v2_muls( (v2f
){ 0.04f
, 0.001f
}, menu
.factive
, menu_blurring
);
241 shader_blitblur_uOverrideDir( menu_blurring
);
243 render_fb_bind_texture( gpipeline
.fb_main
, 0, 0 );
244 render_fb_bind_texture( gpipeline
.fb_main
, 1, 1 );
248 shader_blit_uTexMain( 0 );
249 shader_blit_uInverseRatio( inverse
);
250 render_fb_bind_texture( gpipeline
.fb_main
, 0, 0 );
256 VG_STATIC
void render_player_transparent(void)
258 static camera small_cam
; /* DOES NOT NEED TO BE STATIC BUT MINGW
261 m4x3_copy( main_camera
.transform
, small_cam
.transform
);
263 small_cam
.fov
= main_camera
.fov
;
264 small_cam
.nearz
= 0.05f
;
265 small_cam
.farz
= 60.0f
;
267 camera_update_view( &small_cam
);
268 camera_update_projection( &small_cam
);
269 camera_finalize( &small_cam
);
271 /* Draw player to window buffer and blend background ontop */
272 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
273 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
274 player__render( &small_cam
, &localplayer
);
277 VG_STATIC
void render_scene(void)
279 render_fb_bind( gpipeline
.fb_main
, 1 );
280 glClearColor( 0.0f
, 0.0f
, 0.0f
, 1.0f
);
281 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
|GL_STENCIL_BUFFER_BIT
);
284 glEnable( GL_DEPTH_TEST
);
286 world_instance
*view_world
= localplayer
.viewable_world
;
288 if( view_world
== NULL
){
289 glClearColor( 0.25f
, 0.25f
, 0.0f
, 1.0f
);
290 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
|GL_STENCIL_BUFFER_BIT
);
294 for( u32 i
=0; i
<vg_list_size(world_global
.worlds
); i
++ ){
295 if( world_global
.worlds
[i
].status
== k_world_status_loaded
){
296 world_prerender( &world_global
.worlds
[i
] );
300 render_world( view_world
, &main_camera
, 0 );
302 render_water_texture( view_world
, &main_camera
, 0 );
303 render_fb_bind( gpipeline
.fb_main
, 1 );
304 render_water_surface( view_world
, &main_camera
);
307 VG_STATIC
void render_scene_gate_subview(void)
309 render_fb_bind( gpipeline
.fb_main
, 1 );
310 world_instance
*view_world
= localplayer
.viewable_world
;
313 if( localplayer
.gate_waiting
) depth
= 0;
314 render_world_gates( view_world
, &main_camera
, depth
);
317 VG_STATIC
void render_main_game(void)
319 player__pre_render( &localplayer
);
320 main_camera
.fov
= localplayer
.cam
.fov
;
321 v3_copy( localplayer
.cam
.pos
, main_camera
.pos
);
322 v3_copy( localplayer
.cam
.angles
, main_camera
.angles
);
324 main_camera
.nearz
= 0.1f
;
325 main_camera
.farz
= 2100.0f
;
327 camera_update_transform( &main_camera
);
329 if( localplayer
.gate_waiting
){
330 m3x3_mul( localplayer
.basis_gate
, main_camera
.transform
,
331 main_camera
.transform
);
334 m3x3_mul( localplayer
.basis
, main_camera
.transform
,
335 main_camera
.transform
);
338 camera_update_view( &main_camera
);
339 camera_update_projection( &main_camera
);
340 camera_finalize( &main_camera
);
342 /* ========== Begin Frame ========== */
346 glEnable( GL_DEPTH_TEST
);
348 render_player_transparent();
349 render_scene_gate_subview();
351 present_view_with_post_processing();
352 /* =========== End Frame =========== */
355 VG_STATIC
void vg_render(void)
357 if( skaterift
.async_op
== k_async_op_clientloading
){
362 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
364 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
365 glDisable( GL_DEPTH_TEST
);
366 glDisable( GL_BLEND
);
368 glClearColor( 1.0f
, 0.0f
, 0.0f
, 0.0f
);
369 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
);
373 m4x4_copy( main_camera
.mtx
.pv
, vg
.pv
);
377 glDisable(GL_DEPTH_TEST
);
379 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
383 VG_STATIC
void vg_gui(void)
385 if( skaterift
.async_op
== k_async_op_clientloading
) return;
389 glClear( GL_DEPTH_BUFFER_BIT
);
394 player__im_gui( &localplayer
);
396 world_instance
*world
= get_active_world();
399 render_view_framebuffer_ui();
402 static void async_skaterift_world_loaded( void *payload
, u32 size
)
407 static void skaterift_world_changer_thread( void *data
)
409 const char *path
= data
;
410 world_load( 1, world_global
.load_target
);
411 vg_async_call( async_skaterift_world_loaded
, NULL
, 0 );
414 /* holding pattern before we can start loading the new world, since we might be
415 * waiting for audio to stop */
416 static void skaterift_change_world_preupdate(void)
418 for( u32 i
=1; i
<vg_list_size(world_global
.worlds
); i
++ ){
419 world_instance
*inst
= &world_global
.worlds
[i
];
421 if( inst
->status
== k_world_status_unloading
){
422 if( world_freeable( inst
) ){
429 vg_info( "worlds cleared, begining load\n" );
430 skaterift_shift_op( k_async_op_world_loading
);
432 /* finally can start the loader */
433 vg_loader_start( skaterift_world_changer_thread
, NULL
);
436 /* places all loaded worlds into unloading state */
437 static void skaterift_change_world( const char *world_path
)
439 vg_info( "switching to %s\n", world_path
);
441 if( world_global
.active_world
!= 0 ){
442 vg_error( "Cannot change worlds while in non-root world\n" );
445 skaterift_begin_op( k_async_op_world_preloading
);
447 vg_linear_clear( vg_mem
.scratch
);
448 world_global
.load_target
= vg_linear_alloc( vg_mem
.scratch
, 1024 );
449 vg_strncpy( world_path
, world_global
.load_target
,
450 1024, k_strncpy_overflow_fatal
);
452 vg_info( "unloading old worlds\n" );
453 world_unlink_nonlocal( &world_global
.worlds
[0] );
455 for( u32 i
=1; i
<vg_list_size(world_global
.worlds
); i
++ ){
456 world_instance
*inst
= &world_global
.worlds
[i
];
458 if( inst
->status
== k_world_status_loaded
){
459 inst
->status
= k_world_status_unloading
;
460 world_fadeout_audio( inst
);
466 static int skaterift_change_world_command( int argc
, const char *argv
[] )
469 skaterift_change_world( argv
[0] );
476 #include "skaterift_imgui_dev.c"