getting stuff working on windows again
[carveJwlIkooP6JGAAIwe30JlM.git] / skaterift.c
1 /*
2 * =============================================================================
3 *
4 * Copyright . . . -----, ,----- ,---. .---.
5 * 2021-2023 |\ /| | / | | | | /|
6 * | \ / | +-- / +----- +---' | / |
7 * | \ / | | / | | \ | / |
8 * | \/ | | / | | \ | / |
9 * ' ' '--' [] '----- '----- ' ' '---' SOFTWARE
10 *
11 * =============================================================================
12 */
13
14 #if 1
15
16 #define SR_NETWORKED
17 #define VG_DEVWINDOW
18
19 /*
20 * system headers
21 * --------------------- */
22
23 #include "common.h"
24 #include "conf.h"
25 #include "steam.h"
26 #include "render.h"
27 #include "audio.h"
28
29 #include "world.h"
30
31 #include "font.h"
32 #include "player.h"
33
34 #include "network.h"
35 #include "menu.h"
36 #include "vehicle.h"
37 #include "pointcloud.h"
38
39 /* unity build
40 * ----------------- */
41
42 #include "world.c"
43 #include "player.c"
44 #include "vehicle.c"
45 #include "entity.c"
46 #include "workshop.c"
47 #include "addon.c"
48
49 static struct player_avatar localplayer_avatar;
50 static struct player_model localplayer_models[3];
51
52 int main( int argc, char *argv[] )
53 {
54 vg_mem.use_libc_malloc = 0;
55 vg_set_mem_quota( 160*1024*1024 );
56 vg_enter( argc, argv, "Voyager Game Engine" );
57 return 0;
58 }
59
60 VG_STATIC void highscores_save_at_exit(void)
61 {
62 highscores_serialize_all();
63 }
64
65 VG_STATIC void vg_launch_opt(void)
66 {
67 }
68
69 VG_STATIC void vg_preload(void)
70 {
71 g_conf_init();
72
73 vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" );
74 vg_info(" 2021-2023 |\\ /| | / | | | | /| \n" );
75 vg_info(" | \\ / | +-- / +----- +---' | / | \n" );
76 vg_info(" | \\ / | | / | | \\ | / | \n" );
77 vg_info(" | \\/ | | / | | \\ | / | \n" );
78 vg_info(" ' ' '--' [] '----- '----- ' ' '---' "
79 "SOFTWARE\n" );
80
81 highscores_init( 2000, 50 );
82 if( !highscores_read() )
83 highscores_create_db();
84
85 vg_loader_step( NULL, highscores_save_at_exit );
86
87 steam_init();
88 vg_loader_step( NULL, steam_end );
89 vg_loader_step( network_init, network_end );
90 }
91
92 VG_STATIC void load_playermodels(void)
93 {
94 player_model_load( &localplayer_models[0], "models/ch_new.mdl" );
95 player_model_load( &localplayer_models[1], "models/ch_outlaw.mdl" );
96 player_model_load( &localplayer_models[2], "models/ch_jordan.mdl" );
97
98 /* FIXME: hack */
99 shader_model_character_view_register();
100 shader_model_board_view_register();
101 shader_model_entity_register();
102 }
103
104 void temp_update_playermodel(void){
105 player__use_model( &localplayer, &localplayer_models[cl_playermdl_id] );
106 }
107
108 VG_STATIC void async_skaterift_complete( void *payload, u32 size )
109 {
110 localplayer.viewable_world = world_current_instance();
111 localplayer_cmd_respawn( 1, (const char *[]){ "start" } );
112
113 skaterift_end_op();
114 }
115
116 VG_STATIC void vg_load(void)
117 {
118 vg_console_reg_cmd( "changeworld", skaterift_change_world_command, NULL );
119
120 vg_loader_step( render_init, NULL );
121 vg_loader_step( menu_init, NULL );
122 vg_loader_step( pointcloud_init, NULL );
123 vg_loader_step( world_init, NULL );
124 vg_loader_step( vehicle_init, NULL );
125 vg_loader_step( font3d_init, NULL );
126 vg_loader_step( gui_init, NULL );
127
128 vg_loader_step( player_init, NULL );
129 vg_loader_step( player_ragdoll_init, NULL );
130
131 /* content stuff */
132 vg_loader_step( addon_system_init, NULL );
133 vg_loader_step( workshop_init, NULL );
134 vg_loader_step( skateshop_init, NULL );
135
136 /* ----------------- */
137 vg_loader_step( load_playermodels, NULL );
138
139 /* player setup */
140 player__create( &localplayer );
141 player_avatar_load( &localplayer_avatar, "models/ch_new.mdl" );
142 player__use_avatar( &localplayer, &localplayer_avatar );
143 player__use_model( &localplayer, &localplayer_models[cl_playermdl_id] );
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/permanent world manually */
154 strcpy( world_loader.name, "mp_spawn" );
155 world_loader.generate_point_cloud = 1;
156 world_loader.world_index = 0;
157 world_loader.location = k_world_load_type_local;
158 world_load_mdl( "maps/mp_spawn/main.mdl" );
159
160 vg_console_load_autos();
161 menu_link();
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 static void skaterift_change_world_preupdate(void);
174 VG_STATIC void vg_update(void)
175 {
176 steam_update();
177 skaterift_preupdate_inputs();
178 if( skaterift.async_op == k_async_op_clientloading ) return;
179 if( skaterift.async_op == k_async_op_world_preloading ){
180 skaterift_change_world_preupdate();
181 }
182
183 draw_origin_axis();
184 network_update();
185
186 player__pre_update( &localplayer );
187 global_skateshop_preupdate();
188
189 world_update( world_current_instance(), localplayer.rb.co );
190 audio_ambient_sprites_update( world_current_instance(), localplayer.rb.co );
191 //gui_helper_action( localplayer.input_use, "\x7f Hello \x1f""A \x1e\x84" );
192 }
193
194 VG_STATIC void vg_update_fixed(void)
195 {
196 if( skaterift.async_op == k_async_op_clientloading ) return;
197
198 world_routes_fixedupdate( world_current_instance() );
199 player__update( &localplayer );
200 vehicle_update_fixed();
201 }
202
203 VG_STATIC void vg_update_post(void)
204 {
205 if( skaterift.async_op == k_async_op_clientloading ) return;
206
207 player__post_update( &localplayer );
208
209 float dist;
210 int sample_index;
211 world_audio_sample_distances( localplayer.rb.co, &sample_index, &dist );
212
213 audio_lock();
214 vg_dsp.echo_distances[sample_index] = dist;
215
216 v3f ears = { 1.0f,0.0f,0.0f };
217 m3x3_mulv( main_camera.transform, ears, ears );
218 v3_copy( ears, vg_audio.external_listener_ears );
219 v3_copy( main_camera.transform[3], vg_audio.external_listener_pos );
220
221 if( localplayer.gate_waiting ){
222 m4x3_mulv( localplayer.gate_waiting->transport,
223 vg_audio.external_listener_pos,
224 vg_audio.external_listener_pos );
225 }
226
227 v3_copy( localplayer.rb.v, vg_audio.external_lister_velocity );
228 audio_unlock();
229
230 vg.time_rate = 1.0f-menu.factive;
231 vehicle_update_post();
232 }
233
234 VG_STATIC void vg_framebuffer_resize( int w, int h )
235 {
236 render_fb_resize();
237 }
238
239 VG_STATIC void present_view_with_post_processing(void)
240 {
241 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
242 glViewport( 0,0, vg.window_x, vg.window_y );
243
244 glEnable(GL_BLEND);
245 glDisable(GL_DEPTH_TEST);
246 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
247 glBlendEquation(GL_FUNC_ADD);
248
249 v2f inverse;
250 render_fb_inverse_ratio( gpipeline.fb_main, inverse );
251
252 if( cl_blur ){
253 shader_blitblur_use();
254 shader_blitblur_uTexMain( 0 );
255 shader_blitblur_uTexMotion( 1 );
256 shader_blitblur_uBlurStrength( cl_blur_strength /
257 (vg.time_frame_delta*60.0) );
258 shader_blitblur_uInverseRatio( inverse );
259
260 v2f menu_blurring;
261 v2_muls( (v2f){ 0.04f, 0.001f }, menu.factive, menu_blurring );
262 shader_blitblur_uOverrideDir( menu_blurring );
263
264 render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
265 render_fb_bind_texture( gpipeline.fb_main, 1, 1 );
266 }
267 else{
268 shader_blit_use();
269 shader_blit_uTexMain( 0 );
270 shader_blit_uInverseRatio( inverse );
271 render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
272 }
273
274 render_fsquad();
275 }
276
277 VG_STATIC void render_player_transparent(void)
278 {
279 static camera small_cam; /* DOES NOT NEED TO BE STATIC BUT MINGW
280 SAIS OTHERWISE */
281
282 m4x3_copy( main_camera.transform, small_cam.transform );
283
284 small_cam.fov = main_camera.fov;
285 small_cam.nearz = 0.05f;
286 small_cam.farz = 60.0f;
287
288 camera_update_view( &small_cam );
289 camera_update_projection( &small_cam );
290 camera_finalize( &small_cam );
291
292 /* Draw player to window buffer and blend background ontop */
293 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
294 glViewport( 0,0, vg.window_x, vg.window_y );
295 player__render( &small_cam, &localplayer );
296 }
297
298 VG_STATIC void render_scene(void)
299 {
300 render_fb_bind( gpipeline.fb_main, 1 );
301 glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
302 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
303
304 /* Draw world */
305 glEnable( GL_DEPTH_TEST );
306
307 world_instance *view_world = localplayer.viewable_world;
308
309 if( view_world == NULL ){
310 glClearColor( 0.25f, 0.25f, 0.0f, 1.0f );
311 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
312 return;
313 }
314
315 for( u32 i=0; i<vg_list_size(world_static.worlds); i++ ){
316 if( world_static.worlds[i].status == k_world_status_loaded ){
317 world_prerender( &world_static.worlds[i] );
318 }
319 }
320
321 render_world( view_world, &main_camera, 0 );
322
323 render_water_texture( view_world, &main_camera, 0 );
324 render_fb_bind( gpipeline.fb_main, 1 );
325 render_water_surface( view_world, &main_camera );
326 }
327
328 VG_STATIC void render_scene_gate_subview(void)
329 {
330 render_fb_bind( gpipeline.fb_main, 1 );
331 world_instance *view_world = localplayer.viewable_world;
332
333 int depth = 1;
334 if( localplayer.gate_waiting ) depth = 0;
335 render_world_gates( view_world, &main_camera, depth );
336 }
337
338 VG_STATIC void render_main_game(void)
339 {
340 player__pre_render( &localplayer );
341 main_camera.fov = localplayer.cam.fov;
342 v3_copy( localplayer.cam.pos, main_camera.pos );
343 v3_copy( localplayer.cam.angles, main_camera.angles );
344
345 main_camera.nearz = 0.1f;
346 main_camera.farz = 2100.0f;
347
348 camera_update_transform( &main_camera );
349
350 if( localplayer.gate_waiting ){
351 m3x3_mul( localplayer.basis_gate, main_camera.transform,
352 main_camera.transform );
353 }
354 else{
355 m3x3_mul( localplayer.basis, main_camera.transform,
356 main_camera.transform );
357 }
358
359 camera_update_view( &main_camera );
360 camera_update_projection( &main_camera );
361 camera_finalize( &main_camera );
362
363 /* ========== Begin Frame ========== */
364
365 render_scene();
366
367 glEnable( GL_DEPTH_TEST );
368
369 render_player_transparent();
370 render_scene_gate_subview();
371
372 present_view_with_post_processing();
373 /* =========== End Frame =========== */
374 }
375
376 VG_STATIC void vg_render(void)
377 {
378 if( skaterift.async_op == k_async_op_clientloading ){
379 _vg_loader_render();
380 return;
381 }
382
383 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
384
385 glViewport( 0,0, vg.window_x, vg.window_y );
386 glDisable( GL_DEPTH_TEST );
387 glDisable( GL_BLEND );
388
389 glClearColor( 1.0f, 0.0f, 0.0f, 0.0f );
390 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
391
392 render_main_game();
393
394 m4x4_copy( main_camera.mtx.pv, vg.pv );
395
396 /* Other shite */
397 glDisable(GL_BLEND);
398 glDisable(GL_DEPTH_TEST);
399 vg_lines_drawall();
400 glViewport( 0,0, vg.window_x, vg.window_y );
401 gui_draw();
402 }
403
404 VG_STATIC void vg_gui(void)
405 {
406 if( skaterift.async_op == k_async_op_clientloading ) return;
407
408 menu_update();
409 if( menu.active ){
410 glClear( GL_DEPTH_BUFFER_BIT );
411 menu_render();
412 }
413
414 #if 0
415 player__im_gui( &localplayer );
416 #endif
417 world_instance *world = world_current_instance();
418
419 workshop_form_gui();
420 render_view_framebuffer_ui();
421 }
422
423
424 #else
425
426 #include "skaterift_imgui_dev.c"
427
428 #endif