input update 1
[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 #include "entity.c"
26
27 VG_STATIC struct player_avatar localplayer_avatar;
28 VG_STATIC struct player_model localplayer_models[3];
29 VG_STATIC int skaterift_status = 0;
30
31 #include "network.h"
32 #include "menu.h"
33 #include "vehicle.h"
34
35 #define DEV_AARON
36 #ifdef DEV_AARON
37 static rb_object aaron={
38 .type=k_rb_shape_box,
39 .rb.bbx = {{ -2.0f, -1.0f, -1.0f }, { 2.0f, 1.0f, 1.0f }}
40 };
41 #endif
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 return 0;
49 }
50
51 VG_STATIC void highscores_save_at_exit(void)
52 {
53 highscores_serialize_all();
54 }
55
56 VG_STATIC void vg_launch_opt(void)
57 {
58 }
59
60 VG_STATIC void vg_preload(void)
61 {
62 g_conf_init();
63
64 vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" );
65 vg_info(" 2021-2023 |\\ /| | / | | | | /| \n" );
66 vg_info(" | \\ / | +-- / +----- +---' | / | \n" );
67 vg_info(" | \\ / | | / | | \\ | / | \n" );
68 vg_info(" | \\/ | | / | | \\ | / | \n" );
69 vg_info(" ' ' '--' [] '----- '----- ' ' '---' "
70 "SOFTWARE\n" );
71
72 highscores_init( 2000, 50 );
73 if( !highscores_read() )
74 highscores_create_db();
75
76 vg_loader_step( NULL, highscores_save_at_exit );
77
78 steam_init();
79 vg_loader_step( NULL, steam_end );
80 vg_loader_step( network_init, network_end );
81
82 #ifdef DEV_AARON
83 q_identity( aaron.rb.q );
84 v3_zero( aaron.rb.w );
85 v3_zero( aaron.rb.co );
86 v3_zero( aaron.rb.v );
87 rb_init_object( &aaron );
88 #endif
89 }
90
91 VG_STATIC void load_playermodels(void)
92 {
93 player_model_load( &localplayer_models[0], "models/ch_new.mdl" );
94 player_model_load( &localplayer_models[1], "models/ch_outlaw.mdl" );
95 player_model_load( &localplayer_models[2], "models/ch_jordan.mdl" );
96
97 /* load default board */
98 #if 0
99 player_board_load( &localplayer_boards[0],
100 "models/boards/skaterift_fish.mdl" );
101 #endif
102
103 /* FIXME: hack */
104 shader_model_character_view_register();
105 shader_model_board_view_register();
106 shader_model_entity_register();
107 }
108
109 void temp_update_playermodel(void){
110 player__use_model( &localplayer, &localplayer_models[cl_playermdl_id] );
111 }
112
113 VG_STATIC void async_skaterift_complete( void *payload, u32 size )
114 {
115 skaterift_status = 1;
116
117 localplayer.viewable_world = get_active_world();
118 localplayer_cmd_respawn( 1, (const char *[]){ "start" } );
119 }
120
121 VG_STATIC void vg_load(void)
122 {
123 vg_loader_step( render_init, NULL );
124 vg_loader_step( menu_init, NULL );
125 vg_loader_step( world_init, NULL );
126 vg_loader_step( vehicle_init, NULL );
127 vg_loader_step( font3d_init, NULL );
128
129 font3d_load( &world_global.font, "models/rs_font.mdl", vg_mem.rtmemory );
130
131 vg_loader_step( player_init, NULL );
132 vg_loader_step( player_ragdoll_init, NULL );
133 vg_loader_step( skateshop_init, NULL );
134
135 /* ----------------- */
136 vg_loader_step( load_playermodels, NULL );
137
138 /* player setup */
139 player__create( &localplayer );
140 player_avatar_load( &localplayer_avatar, "models/ch_new.mdl" );
141 player__use_avatar( &localplayer, &localplayer_avatar );
142 player__use_model( &localplayer, &localplayer_models[cl_playermdl_id] );
143 //localplayer.board = &localplayer_boards[0];
144 player__bind( &localplayer );
145
146 /* --------------------- */
147
148 vg_bake_shaders();
149 vg_loader_step( audio_init, audio_free );
150
151 /* 'systems' are completely loaded now */
152
153 /* load home world */
154
155 #if 1
156 world_load( 0, "maps/mp_spawn.mdl" );
157 #else
158 world_load( 0, "maps/mp_mtzero.mdl" );
159 #endif
160
161 #if 0
162 world_load( &world_global.worlds[1], "maps/mp_gridmap.mdl" );
163 world_link_nonlocal_gates( 0, 1 );
164 world_load( &world_global.worlds[2], "maps/mp_mtzero.mdl" );
165 world_link_nonlocal_gates( 0, 2 );
166 #endif
167
168 vg_console_load_autos();
169
170 vg_async_call( async_skaterift_complete, NULL, 0 );
171 }
172
173 VG_STATIC void draw_origin_axis(void)
174 {
175 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 1.0f, 0.0f, 0.0f }, 0xffff0000 );
176 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 1.0f, 0.0f }, 0xff00ff00 );
177 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 0.0f, 1.0f }, 0xff0000ff );
178 }
179
180 VG_STATIC void vg_update(void)
181 {
182 steam_update();
183
184 skaterift_preupdate_inputs();
185
186 if( skaterift_status == 1 ){
187 draw_origin_axis();
188 network_update();
189
190 player__pre_update( &localplayer );
191 global_skateshop_preupdate();
192
193 world_update( get_active_world(), localplayer.rb.co );
194 audio_ambient_sprites_update( get_active_world(), localplayer.rb.co );
195 //gui_helper_action( localplayer.input_use, "\x7f Hello \x1f""A \x1e\x84" );
196 }
197 }
198
199 VG_STATIC void vg_update_fixed(void)
200 {
201 if( skaterift_status == 1 ){
202 world_routes_fixedupdate( get_active_world() );
203
204 player__update( &localplayer );
205 vehicle_update_fixed();
206
207 #ifdef DEV_AARON
208 world_instance *world = get_active_world();
209 rb_solver_reset();
210 rb_ct *buf = rb_global_buffer();
211
212 int l = rb_box__scene( aaron.rb.to_world, aaron.rb.bbx,
213 NULL, &world->rb_geo.inf.scene, buf );
214 for( int j=0; j<l; j++ ){
215 buf[j].rba = &aaron.rb;
216 buf[j].rbb = &world->rb_geo.rb;
217 }
218 rb_contact_count += l;
219 rb_presolve_contacts( rb_contact_buffer, rb_contact_count );
220
221 for( int j=0; j<8; j++ ){
222 rb_solve_contacts( rb_contact_buffer, rb_contact_count );
223 }
224
225 rb_iter( &aaron.rb );
226 rb_update_transform( &aaron.rb );
227 #endif
228
229 }
230 }
231
232 VG_STATIC void vg_update_post(void)
233 {
234 if( skaterift_status == 1 ){
235 player__post_update( &localplayer );
236
237 float dist;
238 int sample_index;
239 world_audio_sample_distances( localplayer.rb.co, &sample_index, &dist );
240
241 audio_lock();
242 vg_dsp.echo_distances[sample_index] = dist;
243
244 v3f ears = { 1.0f,0.0f,0.0f };
245 m3x3_mulv( main_camera.transform, ears, ears );
246 v3_copy( ears, vg_audio.external_listener_ears );
247 v3_copy( main_camera.transform[3], vg_audio.external_listener_pos );
248
249 if( localplayer.gate_waiting ){
250 m4x3_mulv( localplayer.gate_waiting->transport,
251 vg_audio.external_listener_pos,
252 vg_audio.external_listener_pos );
253 }
254
255 v3_copy( localplayer.rb.v, vg_audio.external_lister_velocity );
256 audio_unlock();
257
258 menu_update();
259 vehicle_update_post();
260
261 #ifdef DEV_AARON
262 SDL_Scancode sc = SDL_GetScancodeFromKey( SDLK_q );
263 if( vg_input.sdl_keys[sc] ){
264 m4x3_mulv( main_camera.transform, (v3f){0.0f,0.0f,-3.0f},
265 aaron.rb.co );
266
267 v3_zero( aaron.rb.v );
268 v3_zero( aaron.rb.w );
269 rb_update_transform( &aaron.rb );
270 }
271
272 rb_object_debug( &aaron, VG__PINK );
273 #endif
274 }
275 }
276
277 VG_STATIC void vg_framebuffer_resize( int w, int h )
278 {
279 render_fb_resize();
280 }
281
282 VG_STATIC void present_view_with_post_processing(void)
283 {
284 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
285 glViewport( 0,0, vg.window_x, vg.window_y );
286
287 glEnable(GL_BLEND);
288 glDisable(GL_DEPTH_TEST);
289 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
290 glBlendEquation(GL_FUNC_ADD);
291
292 v2f inverse;
293 render_fb_inverse_ratio( gpipeline.fb_main, inverse );
294
295 if( cl_blur ){
296 shader_blitblur_use();
297 shader_blitblur_uTexMain( 0 );
298 shader_blitblur_uTexMotion( 1 );
299 shader_blitblur_uBlurStrength( cl_blur_strength /
300 (vg.time_frame_delta*60.0) );
301 shader_blitblur_uInverseRatio( inverse );
302
303 v2f menu_blurring;
304 v2_muls( (v2f){ 0.04f, 0.001f }, menu_opacity, menu_blurring );
305 shader_blitblur_uOverrideDir( menu_blurring );
306
307 render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
308 render_fb_bind_texture( gpipeline.fb_main, 1, 1 );
309 }
310 else{
311 shader_blit_use();
312 shader_blit_uTexMain( 0 );
313 shader_blit_uInverseRatio( inverse );
314 render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
315 }
316
317 render_fsquad();
318 }
319
320 VG_STATIC void render_player_transparent(void)
321 {
322 static camera small_cam; /* DOES NOT NEED TO BE STATIC BUT MINGW
323 SAIS OTHERWISE */
324
325 m4x3_copy( main_camera.transform, small_cam.transform );
326
327 small_cam.fov = main_camera.fov;
328 small_cam.nearz = 0.05f;
329 small_cam.farz = 60.0f;
330
331 camera_update_view( &small_cam );
332 camera_update_projection( &small_cam );
333 camera_finalize( &small_cam );
334
335 /* Draw player to window buffer and blend background ontop */
336 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
337 glViewport( 0,0, vg.window_x, vg.window_y );
338 player__render( &small_cam, &localplayer );
339 }
340
341 VG_STATIC void render_scene(void)
342 {
343 render_fb_bind( gpipeline.fb_main, 1 );
344 glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
345 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
346
347 /* Draw world */
348 glEnable( GL_DEPTH_TEST );
349
350 world_instance *view_world = localplayer.viewable_world;
351
352 if( view_world == NULL ){
353 glClearColor( 0.25f, 0.25f, 0.0f, 1.0f );
354 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
355 return;
356 }
357
358 world_prerender( view_world );
359 render_world( view_world, &main_camera, 0 );
360
361 render_water_texture( view_world, &main_camera, 0 );
362 render_fb_bind( gpipeline.fb_main, 1 );
363 render_water_surface( view_world, &main_camera );
364 }
365
366 VG_STATIC void render_scene_gate_subview(void)
367 {
368 render_fb_bind( gpipeline.fb_main, 1 );
369 world_instance *view_world = localplayer.viewable_world;
370
371 int depth = 1;
372 if( localplayer.gate_waiting ) depth = 0;
373 render_world_gates( view_world, &main_camera, depth );
374 }
375
376 VG_STATIC void render_main_game(void)
377 {
378 #if 0
379 static float fov = 60.0f;
380 float fov_target = vg_lerpf( 90.0f, 110.0f, cl_fov );
381
382 if( player.controller == k_player_controller_skate )
383 fov_target = vg_lerpf( 97.0f, 135.0f, cl_fov );
384
385 if( cl_menu )
386 fov_target = menu_fov_target;
387 fov = vg_lerpf( fov, fov_target, vg.frame_delta * 2.0f );
388 fov = freecam? 60.0f: fov;
389
390 main_camera.fov = fov;
391 #endif
392
393 player__pre_render( &localplayer );
394
395 v3_lerp( localplayer.cam.pos, menu_camera_pos, menu_opacity,
396 main_camera.pos );
397 main_camera.angles[0] =
398 vg_alerpf( localplayer.cam.angles[0], menu_camera_angles[0],
399 menu_opacity );
400 main_camera.angles[1] =
401 vg_lerpf ( localplayer.cam.angles[1], menu_camera_angles[1],
402 menu_opacity );
403
404 main_camera.fov = vg_lerpf( localplayer.cam.fov, menu_smooth_fov,
405 menu_opacity );
406
407 main_camera.fov = vg_lerpf( main_camera.fov, 90.0f,
408 global_skateshop.factive );
409 main_camera.nearz = 0.1f;
410 main_camera.farz = 2100.0f;
411
412 camera_update_transform( &main_camera );
413
414 if( localplayer.gate_waiting ){
415 m3x3_mul( localplayer.basis_gate, main_camera.transform,
416 main_camera.transform );
417 }
418 else{
419 m3x3_mul( localplayer.basis, main_camera.transform,
420 main_camera.transform );
421 }
422
423 camera_update_view( &main_camera );
424 camera_update_projection( &main_camera );
425 camera_finalize( &main_camera );
426
427 /* ========== Begin Frame ========== */
428
429 render_scene();
430
431 if( cl_menu ) {
432 //glClear( GL_DEPTH_BUFFER_BIT );
433 menu_render_bg();
434 glEnable( GL_DEPTH_TEST );
435 }
436
437 render_player_transparent();
438 render_scene_gate_subview();
439
440 present_view_with_post_processing();
441
442 if( cl_menu )
443 menu_render_fg( &main_camera );
444
445 /* =========== End Frame =========== */
446 }
447
448 VG_STATIC void vg_render(void)
449 {
450 if( skaterift_status == 0 ){
451 _vg_loader_render();
452 return;
453 }
454
455 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
456
457 glViewport( 0,0, vg.window_x, vg.window_y );
458 glDisable( GL_DEPTH_TEST );
459
460 glClearColor( 1.0f, 0.0f, 0.0f, 0.0f );
461 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
462
463 render_main_game();
464
465 m4x4_copy( main_camera.mtx.pv, vg.pv );
466
467 /* Other shite */
468 glDisable(GL_BLEND);
469 glDisable(GL_DEPTH_TEST);
470 vg_lines_drawall();
471 glViewport( 0,0, vg.window_x, vg.window_y );
472 gui_draw();
473 }
474
475 VG_STATIC void vg_ui(void)
476 {
477 if( skaterift_status == 0 ){
478 return;
479 }
480
481 #if 0
482 player__im_gui( &localplayer );
483 #endif
484 world_instance *world = get_active_world();
485 menu_crap_ui();
486
487 render_view_framebuffer_ui();
488 }