vehicle stuff
[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 #include "player.h"
22 #include "network.h"
23 #include "menu.h"
24 #include "vehicle.h"
25
26 static int cl_ui = 1,
27 cl_view_id = 0,
28 cl_light_edit = 0;
29
30 int main( int argc, char *argv[] )
31 {
32 vg_mem.use_libc_malloc = 0;
33 vg_set_mem_quota( 128*1024*1024 );
34 vg_enter( argc, argv, "Voyager Game Engine" );
35
36 return 0;
37 }
38
39 VG_STATIC void highscores_save_at_exit(void)
40 {
41 highscores_serialize_all();
42 }
43
44 VG_STATIC void vg_launch_opt(void)
45 {
46
47 }
48
49 VG_STATIC void vg_preload(void)
50 {
51 g_conf_init();
52
53 vg_var_push( (struct vg_var){
54 .name = "cl_ui",
55 .data = &cl_ui,
56 .data_type = k_var_dtype_i32,
57 .opt_i32 = { .min=0, .max=1, .clamp=1 },
58 .persistent = 0
59 });
60
61 vg_var_push( (struct vg_var){
62 .name = "cl_view_id",
63 .data = &cl_view_id,
64 .data_type = k_var_dtype_i32,
65 .opt_i32 = { .min=0, .max=1, .clamp=1 },
66 .persistent = 0
67 });
68
69 vg_var_push( (struct vg_var){
70 .name = "ledit",
71 .data = &cl_light_edit,
72 .data_type = k_var_dtype_i32,
73 .opt_i32 = { .min=0, .max=1, .clamp=1 },
74 .persistent = 0
75 });
76
77 vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" );
78 vg_info(" 2021-2022 |\\ /| | / | | | | /| \n" );
79 vg_info(" | \\ / | +-- / +----- +---' | / | \n" );
80 vg_info(" | \\ / | | / | | \\ | / | \n" );
81 vg_info(" | \\/ | | / | | \\ | / | \n" );
82 vg_info(" ' ' '--' [] '----- '----- ' ' '---' "
83 "SOFTWARE\n" );
84
85 highscores_init( 2000, 50 );
86 if( !highscores_read() )
87 highscores_create_db();
88
89 vg_loader_step( NULL, highscores_save_at_exit );
90
91 steam_init();
92 vg_loader_step( NULL, steam_end );
93 vg_loader_step( network_init, network_end );
94 }
95
96 VG_STATIC void vg_load(void)
97 {
98 vg_loader_step( render_init, NULL );
99 vg_loader_step( menu_init, NULL );
100 vg_loader_step( world_init, NULL );
101 vg_loader_step( player_init, NULL );
102 vg_loader_step( vehicle_init, NULL );
103
104 vg_bake_shaders();
105 vg_loader_step( audio_init, audio_free );
106 world_audio_init();
107
108 /* 'systems' are completely loaded now */
109 strcpy( world.world_name, "maps/mp_mtzero.mdl" );
110 strcpy( world.world_name, "maps/mp_gridmap.mdl" );
111 world_load();
112 vg_console_load_autos();
113 }
114
115 VG_STATIC void vg_start(void)
116 {
117 reset_player( 1, (const char *[]){ "start" } );
118 }
119
120 VG_STATIC void draw_origin_axis(void)
121 {
122 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 1.0f, 0.0f, 0.0f }, 0xffff0000 );
123 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 1.0f, 0.0f }, 0xff00ff00 );
124 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 0.0f, 1.0f }, 0xff0000ff );
125 }
126
127 VG_STATIC void vg_update(void)
128 {
129 steam_update();
130
131 if( vg.is_loaded )
132 {
133 draw_origin_axis();
134 network_update();
135
136 if( !gzoomer.inside )
137 player_update_pre();
138
139 world_update( player.phys.rb.co );
140 }
141 }
142
143 VG_STATIC void vg_update_fixed(void)
144 {
145 if( vg.is_loaded )
146 {
147 if( !gzoomer.inside )
148 player_update_fixed();
149
150 vehicle_update_fixed();
151 }
152 }
153
154 VG_STATIC void vg_update_post(void)
155 {
156 if( vg.is_loaded )
157 {
158 if( gzoomer.inside )
159 {
160 vehicle_camera();
161 }
162 else
163 {
164 player_update_post();
165 }
166 menu_update();
167 vehicle_update_post();
168 }
169 }
170
171 VG_STATIC void vg_framebuffer_resize( int w, int h )
172 {
173 render_fb_resize();
174 }
175
176 VG_STATIC void present_view_with_post_processing(void)
177 {
178 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
179
180 glEnable(GL_BLEND);
181 glDisable(GL_DEPTH_TEST);
182 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
183 glBlendEquation(GL_FUNC_ADD);
184
185 if( cl_blur )
186 {
187 shader_blitblur_use();
188 shader_blitblur_uTexMain( 0 );
189 shader_blitblur_uTexMotion( 1 );
190 shader_blitblur_uBlurStrength(cl_blur_strength / (vg.frame_delta*60.0f));
191
192 v2f menu_blurring;
193 v2_muls( (v2f){ 0.04f, 0.001f }, menu_opacity, menu_blurring );
194 shader_blitblur_uOverrideDir( menu_blurring );
195
196 if( cl_view_id == 0 )
197 render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
198 else if( cl_view_id == 1 )
199 render_fb_bind_texture( gpipeline.fb_main, 1, 0 );
200 else
201 render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
202
203 render_fb_bind_texture( gpipeline.fb_main, 1, 1 );
204 }
205 else
206 {
207 shader_blit_use();
208 shader_blit_uTexMain( 0 );
209 render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
210 }
211
212 render_fsquad();
213 }
214
215 VG_STATIC void render_player_transparent(void)
216 {
217 static camera small_cam; /* DOES NOT NEED TO BE STATIC BUT MINGW
218 SAIS OTHERWISE */
219
220 m4x3_copy( main_camera.transform, small_cam.transform );
221
222 small_cam.fov = main_camera.fov;
223 small_cam.nearz = 0.05f;
224 small_cam.farz = 60.0f;
225
226 camera_update_view( &small_cam );
227 camera_update_projection( &small_cam );
228 camera_finalize( &small_cam );
229
230 /* Draw player to window buffer and blend background ontop */
231
232 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
233 draw_player( &small_cam );
234 }
235
236 VG_STATIC void render_scene(void)
237 {
238 render_fb_bind( gpipeline.fb_main );
239 glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
240 glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
241
242 /* Draw world */
243 glEnable( GL_DEPTH_TEST );
244
245 render_world( &main_camera );
246
247 int player_transparent = !(player.is_dead || freecam),
248 player_draw = !cl_menu;
249
250 if( !player_transparent && player_draw )
251 draw_player( &main_camera );
252
253 render_water_texture( &main_camera );
254 render_fb_bind( gpipeline.fb_main );
255 render_water_surface( &main_camera );
256 render_world_gates( &main_camera );
257
258 if( player_transparent && player_draw )
259 render_player_transparent();
260 }
261
262 VG_STATIC void render_menu(void)
263 {
264 glClear( GL_DEPTH_BUFFER_BIT );
265 menu_render( &main_camera );
266 }
267
268 VG_STATIC void render_main_game(void)
269 {
270 static float fov = 60.0f;
271 float fov_target = vg_lerpf( 90.0f, 110.0f, cl_fov );
272 if( player.phys.on_board )
273 fov_target = vg_lerpf( 97.0f, 135.0f, cl_fov );
274 if( cl_menu )
275 fov_target = menu_fov_target;
276 fov = vg_lerpf( fov, fov_target, vg.frame_delta * 2.0f );
277 fov = freecam? 60.0f: fov;
278
279 main_camera.fov = fov;
280 main_camera.nearz = 0.1f;
281 main_camera.farz = 2100.0f;
282
283 camera_update_view( &main_camera );
284 camera_update_projection( &main_camera );
285 camera_finalize( &main_camera );
286
287 /* ========== Begin Frame ========== */
288
289 render_scene();
290 present_view_with_post_processing();
291
292 if( cl_menu )
293 {
294 render_menu();
295 render_player_transparent();
296 }
297
298 /* =========== End Frame =========== */
299 }
300
301 VG_STATIC void vg_render(void)
302 {
303 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
304
305 glViewport( 0,0, vg.window_x, vg.window_y );
306 glDisable( GL_DEPTH_TEST );
307
308 glClearColor( 1.0f, 0.0f, 0.0f, 0.0f );
309 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
310
311 render_main_game();
312
313 /* Other shite */
314 glDisable(GL_BLEND);
315 glDisable( GL_DEPTH_TEST );
316 vg_lines_drawall( (float *)main_camera.mtx.pv );
317 glViewport( 0,0, vg.window_x, vg.window_y );
318 }
319
320 VG_STATIC void run_light_widget( struct light_widget *lw );
321 VG_STATIC void vg_ui(void)
322 {
323 menu_crap_ui();
324
325 if( cl_light_edit )
326 {
327 vg_uictx.cursor[0] = 10;
328 vg_uictx.cursor[1] = 10;
329 vg_uictx.cursor[2] = 200;
330 vg_uictx.cursor[3] = 20;
331
332 struct ub_world_lighting *wl = &gpipeline.ub_world_lighting;
333 struct ui_slider_vector
334 s5 = { .min=0.0f, .max=2.0f, .len=3, .data=wl->g_ambient_colour };
335
336 struct ui_slider
337 s8 = { .min=0.0f, .max=2.0f, .data = &gpipeline.shadow_spread },
338 s9 = { .min=0.0f, .max=25.0f, .data = &gpipeline.shadow_length };
339
340 for( int i=0; i<3; i++ )
341 run_light_widget( &gpipeline.widgets[i] );
342
343 ui_text( vg_uictx.cursor, "Ambient", 1, 0 );
344 vg_uictx.cursor[1] += 16;
345 ui_slider_vector( &s5 );
346
347 ui_text( vg_uictx.cursor, "Shadows", 1, 0 );
348 vg_uictx.cursor[1] += 16;
349 ui_slider( &s8 );
350 ui_slider( &s9 );
351
352 ui_text( vg_uictx.cursor, "Misc", 1, 0 );
353 vg_uictx.cursor[1] += 16;
354 struct ui_checkbox c1 = {.data = &wl->g_light_preview};
355 ui_checkbox( &c1 );
356
357 render_update_lighting_ub();
358 }
359
360 //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
361 if( cl_ui )
362 {
363 render_world_routes_ui();
364 }
365 //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
366
367 audio_debug_soundscapes();
368 render_view_framebuffer_ui();
369 player_physics_gui();
370 }
371
372 VG_STATIC void run_light_widget( struct light_widget *lw )
373 {
374 struct ui_checkbox c1 = { .data=&lw->enabled };
375
376 ui_checkbox( &c1 );
377
378 if( lw->enabled )
379 {
380 struct ui_slider_vector
381 colour = { .min=0.0f, .max=2.0f, .len=3, .data=lw->colour },
382 dir = { .min=-VG_PIf, .max=VG_PIf, .len=2, .data=lw->dir };
383
384 ui_slider_vector( &colour );
385 vg_uictx.cursor[1] += 4;
386 ui_slider_vector( &dir );
387 }
388 }
389
390 VG_STATIC void run_debug_info(void)
391 {
392 char buf[40];
393
394 snprintf( buf, 40, "%.2fm/s", v3_length( player.phys.rb.v ) );
395 ui_text( (ui_px [2]){ 0, 0 }, buf, 1, k_text_align_left );
396
397 snprintf( buf, 40, "%.2f %.2f %.2f m/s",
398 player.phys.a[0], player.phys.a[1], player.phys.a[2] );
399 ui_text( (ui_px [2]){ 0, 20 }, buf, 1, k_text_align_left );
400
401 snprintf( buf, 40, "pos %.2f %.2f %.2f",
402 player.phys.rb.co[0], player.phys.rb.co[1], player.phys.rb.co[2] );
403 ui_text( (ui_px [2]){ 0, 40 }, buf, 1, k_text_align_left );
404
405 if( vg_input.controller_handle )
406 {
407 for( int i=0; i<vg_list_size(vg_input.controller_axises); i++ )
408 {
409 snprintf( buf, 40, "%.2f", vg_input.controller_axises[i] );
410 ui_text( (ui_px [2]){ 0, (i+3)*20 }, buf, 1, k_text_align_left );
411 }
412 }
413 else
414 {
415 ui_text( (ui_px [2]){ 0, 60 },
416 "Gamepad not ready", 1, k_text_align_left );
417 }
418 }