logic
[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 VG_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
31
32
33
34
35 #include "network.h"
36
37 #if 0
38 #include "menu.h"
39 #endif
40 #include "vehicle.h"
41
42 static int cl_ui = 1,
43 cl_view_id = 0,
44 cl_light_edit = 0;
45
46 int main( int argc, char *argv[] )
47 {
48 vg_mem.use_libc_malloc = 0;
49 vg_set_mem_quota( 160*1024*1024 );
50 vg_enter( argc, argv, "Voyager Game Engine" );
51
52 return 0;
53 }
54
55 VG_STATIC void highscores_save_at_exit(void)
56 {
57 highscores_serialize_all();
58 }
59
60 VG_STATIC void vg_launch_opt(void)
61 {
62
63 }
64
65 VG_STATIC int __kill( int argc, const char *argv[] )
66 {
67 #if 0
68 player_use_device( &localplayer, &player_device_dead, &localplayer_dead );
69 #endif
70 return 0;
71 }
72
73 VG_STATIC int __respawn( int argc, const char *argv[] )
74 {
75 struct respawn_point *rp = NULL, *r;
76
77 world_instance *world = get_active_world();
78
79 if( argc == 1 )
80 {
81 for( int i=0; i<world->spawn_count; i++ )
82 {
83 r = &world->spawns[i];
84 if( !strcmp( r->name, argv[0] ) )
85 {
86 rp = r;
87 break;
88 }
89 }
90
91 if( !rp )
92 vg_warn( "No spawn named '%s'\n", argv[0] );
93 }
94
95 if( !rp )
96 {
97 float min_dist = INFINITY;
98
99 for( int i=0; i<world->spawn_count; i++ )
100 {
101 r = &world->spawns[i];
102 float d = v3_dist2( r->co, localplayer.rb.co );
103
104 vg_info( "Dist %s : %f\n", r->name, d );
105 if( d < min_dist )
106 {
107 min_dist = d;
108 rp = r;
109 }
110 }
111 }
112
113 if( !rp )
114 {
115 vg_error( "No spawn found\n" );
116
117 if( !world->spawn_count )
118 return 0;
119
120 rp = &world->spawns[0];
121 }
122
123 player__spawn( &localplayer, rp );
124 return 1;
125 }
126
127 VG_STATIC void vg_preload(void)
128 {
129 g_conf_init();
130
131 common_var_temp();
132
133 vg_var_push( (struct vg_var){
134 .name = "cl_ui",
135 .data = &cl_ui,
136 .data_type = k_var_dtype_i32,
137 .opt_i32 = { .min=0, .max=1, .clamp=1 },
138 .persistent = 0
139 });
140
141 vg_var_push( (struct vg_var){
142 .name = "cl_view_id",
143 .data = &cl_view_id,
144 .data_type = k_var_dtype_i32,
145 .opt_i32 = { .min=0, .max=1, .clamp=1 },
146 .persistent = 0
147 });
148
149 vg_var_push( (struct vg_var){
150 .name = "ledit",
151 .data = &cl_light_edit,
152 .data_type = k_var_dtype_i32,
153 .opt_i32 = { .min=0, .max=1, .clamp=1 },
154 .persistent = 0
155 });
156
157 vg_function_push( (struct vg_cmd) {
158 .name = "respawn",
159 .function = __respawn,
160 //.poll_suggest = reset_player_poll
161 });
162
163 vg_function_push( (struct vg_cmd) {
164 .name = "ded",
165 .function = __kill,
166 //.poll_suggest = reset_player_poll
167 });
168
169 vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" );
170 vg_info(" 2021-2022 |\\ /| | / | | | | /| \n" );
171 vg_info(" | \\ / | +-- / +----- +---' | / | \n" );
172 vg_info(" | \\ / | | / | | \\ | / | \n" );
173 vg_info(" | \\/ | | / | | \\ | / | \n" );
174 vg_info(" ' ' '--' [] '----- '----- ' ' '---' "
175 "SOFTWARE\n" );
176
177 highscores_init( 2000, 50 );
178 if( !highscores_read() )
179 highscores_create_db();
180
181 vg_loader_step( NULL, highscores_save_at_exit );
182
183 steam_init();
184 vg_loader_step( NULL, steam_end );
185 vg_loader_step( network_init, network_end );
186 }
187
188 VG_STATIC void load_playermodels(void)
189 {
190 vg_linear_clear( vg_mem.scratch );
191
192 /*
193 * load in other player models. This may need to be more sophisticated in
194 * the futre if we have more of these guys
195 */
196 mdl_context ctx_default,
197 ctx_outlaw,
198 ctx_jordan;
199
200 mdl_open( &ctx_default, "models/ch_new.mdl" );
201 mdl_load_metadata( &ctx_default, vg_mem.scratch );
202 mdl_load_mesh_data( &ctx_default, vg_mem.scratch );
203 mdl_close( &ctx_default );
204
205 mdl_open( &ctx_outlaw, "models/ch_outlaw.mdl" );
206 mdl_load_metadata( &ctx_outlaw, vg_mem.scratch );
207 mdl_load_mesh_data( &ctx_outlaw, vg_mem.scratch );
208 mdl_close( &ctx_outlaw );
209
210 mdl_open( &ctx_jordan, "models/ch_jordan.mdl" );
211 mdl_load_metadata( &ctx_jordan, vg_mem.scratch );
212 mdl_load_mesh_data( &ctx_jordan, vg_mem.scratch );
213 mdl_close( &ctx_jordan );
214
215 vg_acquire_thread_sync();
216 {
217 mdl_unpack_glmesh( &ctx_default, &localplayer_meshes[0] );
218 mdl_unpack_glmesh( &ctx_outlaw, &localplayer_meshes[1] );
219 mdl_unpack_glmesh( &ctx_jordan, &localplayer_meshes[2] );
220 }
221 vg_release_thread_sync();
222
223 /* FIXME: hack */
224 shader_model_character_view_register();
225 vg_acquire_thread_sync();
226 {
227 vg_tex2d_init( (vg_tex2d *[]){ &localplayer_texture }, 1 );
228 }
229 vg_release_thread_sync();
230 }
231
232 VG_STATIC void vg_load(void)
233 {
234 vg_loader_step( render_init, NULL );
235 //vg_loader_step( menu_init, NULL );
236 vg_loader_step( world_init, NULL );
237 //vg_loader_step( player_init, NULL );
238 //vg_loader_step( vehicle_init, NULL );
239 //
240 //vg_loader_step( player_model_init, NULL );
241
242 /* ----------------- */
243 vg_loader_step( load_playermodels, NULL );
244
245 /* player setup */
246 player__create( &localplayer );
247 player_avatar_load( &localplayer_avatar, "models/ch_new.mdl" );
248 player__use_avatar( &localplayer, &localplayer_avatar );
249 player__use_mesh( &localplayer, &localplayer_meshes[0] );
250 player__use_texture( &localplayer, &localplayer_texture );
251 player__bind( &localplayer );
252
253 /* --------------------- */
254
255 vg_bake_shaders();
256 vg_loader_step( audio_init, audio_free );
257 world_audio_init();
258
259 /* 'systems' are completely loaded now */
260
261 /* load home world */
262 world_load( &world_global.worlds[0], "maps/mp_home.mdl" );
263
264 #if 0
265 world_load( &world_global.worlds[1], "maps/mp_gridmap.mdl" );
266 world_load( &world_global.worlds[2], "maps/mp_mtzero.mdl" );
267 world_link_nonlocal_gates( 0, 1 );
268 world_link_nonlocal_gates( 0, 2 );
269 #endif
270
271 vg_console_load_autos();
272 }
273
274 VG_STATIC void vg_start(void)
275 {
276 __respawn( 1, (const char *[]){ "start" } );
277 }
278
279 VG_STATIC void draw_origin_axis(void)
280 {
281 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 1.0f, 0.0f, 0.0f }, 0xffff0000 );
282 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 1.0f, 0.0f }, 0xff00ff00 );
283 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 0.0f, 1.0f }, 0xff0000ff );
284 }
285
286 VG_STATIC void vg_update(void)
287 {
288 steam_update();
289
290 if( vg.is_loaded )
291 {
292 draw_origin_axis();
293 network_update();
294
295 #if 0
296 if( !gzoomer.inside )
297 player_update_pre();
298 #endif
299
300 player__pre_update( &localplayer );
301 world_update( get_active_world(), localplayer.rb.co );
302
303 audio_update();
304 }
305 }
306
307 VG_STATIC void vg_update_fixed(void)
308 {
309 if( vg.is_loaded )
310 {
311 #if 0
312 if( !gzoomer.inside )
313 player_update_fixed();
314
315 vehicle_update_fixed();
316 #endif
317
318 player__update( &localplayer );
319 }
320 }
321
322 VG_STATIC void vg_update_post(void)
323 {
324 if( vg.is_loaded )
325 {
326 #if 0
327 if( gzoomer.inside )
328 {
329 vehicle_camera();
330 }
331 else
332 {
333 player_update_post();
334 }
335 #endif
336
337 player__post_update( &localplayer );
338
339
340 float inr3 = 0.57735027,
341 inr2 = 0.70710678118;
342
343 v3f sample_directions[] = {
344 { -1.0f, 0.0f, 0.0f },
345 { 1.0f, 0.0f, 0.0f },
346 { 0.0f, 0.0f, 1.0f },
347 { 0.0f, 0.0f, -1.0f },
348 { 0.0f, 1.0f, 0.0f },
349 { 0.0f, -1.0f, 0.0f },
350 { -inr3, inr3, inr3 },
351 { inr3, inr3, inr3 },
352 { -inr3, inr3, -inr3 },
353 { inr3, inr3, -inr3 },
354 { -inr2, 0.0f, inr2 },
355 { inr2, 0.0f, inr2 },
356 { -inr2, 0.0f, -inr2 },
357 { inr2, 0.0f, -inr2 },
358 };
359
360 static int si = 0;
361 static float distances[16];
362
363 ray_hit ray;
364 ray.dist = 5.0f;
365
366 v3f rc, rd, ro;
367 v3_copy( sample_directions[ si ], rd );
368 v3_add( localplayer.rb.co, (v3f){0.0f,1.5f,0.0f}, ro );
369 v3_copy( ro, rc );
370
371 float dist = 200.0f;
372
373 for( int i=0; i<10; i++ )
374 {
375 if( ray_world( get_active_world(), rc, rd, &ray ) )
376 {
377 dist = (float)i*5.0f + ray.dist;
378 break;
379 }
380 else
381 {
382 v3_muladds( rc, rd, ray.dist, rc );
383 }
384 }
385
386 distances[si] = dist;
387
388
389 for( int i=0; i<14; i++ )
390 {
391 if( distances[i] != 200.0f )
392 {
393 u32 colours[] = { VG__RED, VG__BLUE, VG__GREEN,
394 VG__CYAN, VG__YELOW, VG__PINK,
395 VG__WHITE };
396
397 u32 colour = colours[i%7];
398
399 v3f p1;
400 v3_muladds( ro, sample_directions[i], distances[i], p1 );
401 vg_line( ro, p1, colour );
402 vg_line_pt3( p1, 0.1f, colour );
403 }
404 }
405
406 si ++;
407 if( si >= 14 )
408 si = 0;
409
410
411 /* FIXME: TEMP */
412 audio_lock();
413 vg_dsp.echo_distances[si] = dist;
414
415 v3f ears = { 1.0f,0.0f,0.0f };
416 m3x3_mulv( main_camera.transform, ears, ears );
417 v3_copy( ears, vg_audio.listener_ears );
418 v3_copy( main_camera.transform[3], vg_audio.listener_pos );
419 audio_unlock();
420
421 #if 0
422 menu_update();
423 vehicle_update_post();
424 #endif
425 }
426 }
427
428 VG_STATIC void vg_framebuffer_resize( int w, int h )
429 {
430 render_fb_resize();
431 }
432
433 VG_STATIC void present_view_with_post_processing(void)
434 {
435 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
436
437 glEnable(GL_BLEND);
438 glDisable(GL_DEPTH_TEST);
439 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
440 glBlendEquation(GL_FUNC_ADD);
441
442 if( cl_blur )
443 {
444 shader_blitblur_use();
445 shader_blitblur_uTexMain( 0 );
446 shader_blitblur_uTexMotion( 1 );
447 shader_blitblur_uBlurStrength(cl_blur_strength / (vg.frame_delta*60.0f));
448
449 v2f menu_blurring;
450 //v2_muls( (v2f){ 0.04f, 0.001f }, menu_opacity, menu_blurring );
451 v2_muls( (v2f){ 0.04f, 0.001f }, 0.0f, menu_blurring );
452 shader_blitblur_uOverrideDir( menu_blurring );
453
454 if( cl_view_id == 0 )
455 render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
456 else if( cl_view_id == 1 )
457 render_fb_bind_texture( gpipeline.fb_main, 1, 0 );
458 else
459 render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
460
461 render_fb_bind_texture( gpipeline.fb_main, 1, 1 );
462 }
463 else
464 {
465 shader_blit_use();
466 shader_blit_uTexMain( 0 );
467 render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
468 }
469
470 render_fsquad();
471 }
472
473 VG_STATIC void render_player_transparent(void)
474 {
475 static camera small_cam; /* DOES NOT NEED TO BE STATIC BUT MINGW
476 SAIS OTHERWISE */
477
478 m4x3_copy( main_camera.transform, small_cam.transform );
479
480 small_cam.fov = main_camera.fov;
481 small_cam.nearz = 0.05f;
482 small_cam.farz = 60.0f;
483
484 camera_update_view( &small_cam );
485 camera_update_projection( &small_cam );
486 camera_finalize( &small_cam );
487
488 /* Draw player to window buffer and blend background ontop */
489 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
490 player__render( &small_cam, &localplayer );
491 }
492
493 VG_STATIC void render_scene(void)
494 {
495 render_fb_bind( gpipeline.fb_main );
496 glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
497 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
498
499 /* Draw world */
500 glEnable( GL_DEPTH_TEST );
501
502 world_instance *view_world = localplayer.viewable_world;
503 render_world( view_world, &main_camera );
504
505 int player_transparent = 1,
506 player_draw = 1;
507
508 #if 0
509 if( (localplayer.subsystem == k_player_subsystem_dead) ||
510 (localplayer.camera_mode == k_cam_thirdperson) )
511 player_transparent = 0;
512 #endif
513
514 if( !player_transparent && player_draw )
515 player__render( &main_camera, &localplayer );
516
517
518 render_water_texture( view_world, &main_camera );
519 render_fb_bind( gpipeline.fb_main );
520 render_water_surface( view_world, &main_camera );
521 render_world_gates( view_world, &main_camera );
522
523 if( player_transparent && player_draw )
524 render_player_transparent();
525 }
526
527 VG_STATIC void render_menu(void)
528 {
529 glClear( GL_DEPTH_BUFFER_BIT );
530 #if 0
531 menu_render( &main_camera );
532 #endif
533 }
534
535 VG_STATIC void render_main_game(void)
536 {
537 #if 0
538 static float fov = 60.0f;
539 float fov_target = vg_lerpf( 90.0f, 110.0f, cl_fov );
540
541 if( player.controller == k_player_controller_skate )
542 fov_target = vg_lerpf( 97.0f, 135.0f, cl_fov );
543
544 if( cl_menu )
545 fov_target = menu_fov_target;
546 fov = vg_lerpf( fov, fov_target, vg.frame_delta * 2.0f );
547 fov = freecam? 60.0f: fov;
548
549 main_camera.fov = fov;
550 #endif
551
552 /* copy camera from player.
553 * TODO: blend with camera from menu */
554
555 /* FIXME: TEMP!! */
556 player__pre_render( &localplayer );
557
558 v3_copy( localplayer.cam.pos, main_camera.pos );
559 v3_copy( localplayer.cam.angles, main_camera.angles );
560 main_camera.fov = localplayer.cam.fov;
561 main_camera.nearz = 0.1f;
562 main_camera.farz = 2100.0f;
563
564 camera_update_transform( &main_camera );
565
566 if( localplayer.gate_waiting )
567 {
568 m3x3_mul( localplayer.basis_gate, main_camera.transform,
569 main_camera.transform );
570 }
571 else
572 {
573 m3x3_mul( localplayer.basis, main_camera.transform,
574 main_camera.transform );
575 }
576
577 camera_update_view( &main_camera );
578 camera_update_projection( &main_camera );
579 camera_finalize( &main_camera );
580
581 /* ========== Begin Frame ========== */
582
583 render_scene();
584 present_view_with_post_processing();
585
586 #if 0
587 if( cl_menu )
588 {
589 render_menu();
590 render_player_transparent();
591 }
592 #endif
593
594 /* =========== End Frame =========== */
595 }
596
597 VG_STATIC void vg_render(void)
598 {
599 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
600
601 glViewport( 0,0, vg.window_x, vg.window_y );
602 glDisable( GL_DEPTH_TEST );
603
604 glClearColor( 1.0f, 0.0f, 0.0f, 0.0f );
605 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
606
607 render_main_game();
608
609 m4x4_copy( main_camera.mtx.pv, vg.pv );
610
611 /* Other shite */
612 glDisable(GL_BLEND);
613 glDisable( GL_DEPTH_TEST );
614 vg_lines_drawall();
615 glViewport( 0,0, vg.window_x, vg.window_y );
616 }
617
618 VG_STATIC void run_light_widget( struct light_widget *lw );
619 VG_STATIC void vg_ui(void)
620 {
621 player__im_gui( &localplayer );
622 world_instance *world = get_active_world();
623
624 #if 0
625 menu_crap_ui();
626 #endif
627
628 #if 0
629 if( cl_light_edit )
630 {
631 vg_uictx.cursor[0] = 10;
632 vg_uictx.cursor[1] = 10;
633 vg_uictx.cursor[2] = 200;
634 vg_uictx.cursor[3] = 20;
635
636 struct ub_world_lighting *wl = &gpipeline.ub_world_lighting;
637 struct ui_slider_vector
638 s5 = { .min=0.0f, .max=2.0f, .len=3, .data=wl->g_ambient_colour };
639
640 struct ui_slider
641 s8 = { .min=0.0f, .max=2.0f, .data = &gpipeline.shadow_spread },
642 s9 = { .min=0.0f, .max=25.0f, .data = &gpipeline.shadow_length };
643
644 for( int i=0; i<3; i++ )
645 run_light_widget( &gpipeline.widgets[i] );
646
647 ui_text( vg_uictx.cursor, "Ambient", 1, 0 );
648 vg_uictx.cursor[1] += 16;
649 ui_slider_vector( &s5 );
650
651 ui_text( vg_uictx.cursor, "Shadows", 1, 0 );
652 vg_uictx.cursor[1] += 16;
653 ui_slider( &s8 );
654 ui_slider( &s9 );
655
656 ui_text( vg_uictx.cursor, "Misc", 1, 0 );
657 vg_uictx.cursor[1] += 16;
658 struct ui_checkbox c1 = {.data = &wl->g_light_preview};
659 ui_checkbox( &c1 );
660
661 render_update_lighting_ub();
662 }
663 #endif
664
665 //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
666 if( cl_ui )
667 {
668 render_world_routes_ui( world );
669 }
670 //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
671
672 audio_debug_soundscapes();
673 render_view_framebuffer_ui();
674
675 #if 0
676 player_physics_gui();
677 #endif
678 }
679
680 VG_STATIC void run_light_widget( struct light_widget *lw )
681 {
682 struct ui_checkbox c1 = { .data=&lw->enabled };
683
684 ui_checkbox( &c1 );
685
686 if( lw->enabled )
687 {
688 struct ui_slider_vector
689 colour = { .min=0.0f, .max=2.0f, .len=3, .data=lw->colour },
690 dir = { .min=-VG_PIf, .max=VG_PIf, .len=2, .data=lw->dir };
691
692 ui_slider_vector( &colour );
693 vg_uictx.cursor[1] += 4;
694 ui_slider_vector( &dir );
695 }
696 }
697
698 VG_STATIC void run_debug_info(void)
699 {
700 #if 0
701 char buf[40];
702
703 snprintf( buf, 40, "%.2fm/s", v3_length( player.rb.v ) );
704 ui_text( (ui_px [2]){ 0, 0 }, buf, 1, k_text_align_left );
705
706 snprintf( buf, 40, "%.2f %.2f %.2f m/s",
707 player.phys.a[0], player.phys.a[1], player.phys.a[2] );
708 ui_text( (ui_px [2]){ 0, 20 }, buf, 1, k_text_align_left );
709
710 snprintf( buf, 40, "pos %.2f %.2f %.2f",
711 player.phys.rb.co[0], player.phys.rb.co[1], player.phys.rb.co[2] );
712 ui_text( (ui_px [2]){ 0, 40 }, buf, 1, k_text_align_left );
713
714 if( vg_input.controller_handle )
715 {
716 for( int i=0; i<vg_list_size(vg_input.controller_axises); i++ )
717 {
718 snprintf( buf, 40, "%.2f", vg_input.controller_axises[i] );
719 ui_text( (ui_px [2]){ 0, (i+3)*20 }, buf, 1, k_text_align_left );
720 }
721 }
722 else
723 {
724 ui_text( (ui_px [2]){ 0, 60 },
725 "Gamepad not ready", 1, k_text_align_left );
726 }
727 #endif
728 }