text3d
[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 "font.h"
22
23
24
25 #include "player.h"
26 static player_instance localplayer;
27 VG_STATIC struct player_avatar localplayer_avatar;
28 VG_STATIC glmesh localplayer_meshes[3];
29 vg_tex2d localplayer_texture = { .path = "textures/ch_gradient.qoi" };
30
31 player_instance *tmp_localplayer(void)
32 {
33 return &localplayer;
34 }
35
36 #include "network.h"
37 #include "menu.h"
38 #include "vehicle.h"
39
40 static int cl_ui = 1,
41 cl_light_edit = 0;
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
49 return 0;
50 }
51
52 VG_STATIC void highscores_save_at_exit(void)
53 {
54 highscores_serialize_all();
55 }
56
57 VG_STATIC void vg_launch_opt(void)
58 {
59
60 }
61
62 VG_STATIC int __kill( int argc, const char *argv[] )
63 {
64 #if 0
65 player_use_device( &localplayer, &player_device_dead, &localplayer_dead );
66 #endif
67 return 0;
68 }
69
70 VG_STATIC int __respawn( int argc, const char *argv[] )
71 {
72 ent_spawn *rp = NULL, *r;
73 world_instance *world = get_active_world();
74
75 if( argc == 1 ){
76 for( u32 i=0; i<mdl_arrcount(&world->ent_spawn); i++ ){
77 r = mdl_arritm( &world->ent_spawn, i );
78 if( !strcmp( mdl_pstr(&world->meta, r->pstr_name),argv[0] ) ){
79 rp = r;
80 break;
81 }
82 }
83
84 if( !rp )
85 vg_warn( "No spawn named '%s'\n", argv[0] );
86 }
87
88 if( !rp ){
89 float min_dist = INFINITY;
90
91 for( u32 i=0; i<mdl_arrcount(&world->ent_spawn); i++ ){
92 r = mdl_arritm( &world->ent_spawn, i );
93 float d = v3_dist2( r->transform.co, localplayer.rb.co );
94
95 if( d < min_dist ){
96 min_dist = d;
97 rp = r;
98 }
99 }
100 }
101
102 if( !rp ){
103 vg_error( "No spawn found\n" );
104
105 if( !mdl_arrcount(&world->ent_spawn) )
106 return 0;
107
108 rp = mdl_arritm( &world->ent_spawn, 0 );
109 }
110
111 player__spawn( &localplayer, rp );
112 return 1;
113 }
114
115 VG_STATIC void vg_preload(void)
116 {
117 g_conf_init();
118
119 common_var_temp();
120
121 vg_var_push( (struct vg_var){
122 .name = "cl_ui",
123 .data = &cl_ui,
124 .data_type = k_var_dtype_i32,
125 .opt_i32 = { .min=0, .max=1, .clamp=1 },
126 .persistent = 0
127 });
128
129 vg_var_push( (struct vg_var){
130 .name = "ledit",
131 .data = &cl_light_edit,
132 .data_type = k_var_dtype_i32,
133 .opt_i32 = { .min=0, .max=1, .clamp=1 },
134 .persistent = 0
135 });
136
137 vg_function_push( (struct vg_cmd) {
138 .name = "respawn",
139 .function = __respawn,
140 //.poll_suggest = reset_player_poll
141 });
142
143 vg_function_push( (struct vg_cmd) {
144 .name = "ded",
145 .function = __kill,
146 //.poll_suggest = reset_player_poll
147 });
148
149 vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" );
150 vg_info(" 2021-2022 |\\ /| | / | | | | /| \n" );
151 vg_info(" | \\ / | +-- / +----- +---' | / | \n" );
152 vg_info(" | \\ / | | / | | \\ | / | \n" );
153 vg_info(" | \\/ | | / | | \\ | / | \n" );
154 vg_info(" ' ' '--' [] '----- '----- ' ' '---' "
155 "SOFTWARE\n" );
156
157 highscores_init( 2000, 50 );
158 if( !highscores_read() )
159 highscores_create_db();
160
161 vg_loader_step( NULL, highscores_save_at_exit );
162
163 steam_init();
164 vg_loader_step( NULL, steam_end );
165 vg_loader_step( network_init, network_end );
166 }
167
168 VG_STATIC void load_playermodels(void)
169 {
170 vg_linear_clear( vg_mem.scratch );
171
172 /*
173 * load in other player models. This may need to be more sophisticated in
174 * the futre if we have more of these guys
175 */
176 mdl_context ctx_default,
177 ctx_outlaw,
178 ctx_jordan;
179
180 mdl_open( &ctx_default, "models/ch_new.mdl", vg_mem.scratch );
181 mdl_load_metadata_block( &ctx_default, vg_mem.scratch );
182 mdl_load_mesh_block( &ctx_default, vg_mem.scratch );
183 mdl_close( &ctx_default );
184
185 mdl_open( &ctx_outlaw, "models/ch_outlaw.mdl", vg_mem.scratch );
186 mdl_load_metadata_block( &ctx_outlaw, vg_mem.scratch );
187 mdl_load_mesh_block( &ctx_outlaw, vg_mem.scratch );
188 mdl_close( &ctx_outlaw );
189
190 mdl_open( &ctx_jordan, "models/ch_jordan.mdl", vg_mem.scratch );
191 mdl_load_metadata_block( &ctx_jordan, vg_mem.scratch );
192 mdl_load_mesh_block( &ctx_jordan, vg_mem.scratch );
193 mdl_close( &ctx_jordan );
194
195 vg_acquire_thread_sync();
196 {
197 mdl_unpack_glmesh( &ctx_default, &localplayer_meshes[0] );
198 mdl_unpack_glmesh( &ctx_outlaw, &localplayer_meshes[1] );
199 mdl_unpack_glmesh( &ctx_jordan, &localplayer_meshes[2] );
200 }
201 vg_release_thread_sync();
202
203 /* FIXME: hack */
204 shader_model_character_view_register();
205 vg_acquire_thread_sync();
206 {
207 vg_tex2d_init( (vg_tex2d *[]){ &localplayer_texture }, 1 );
208 }
209 vg_release_thread_sync();
210 }
211
212 void temp_update_playermodel(void){
213 player__use_mesh( &localplayer, &localplayer_meshes[cl_playermdl_id] );
214 }
215
216 VG_STATIC void vg_load(void)
217 {
218 vg_loader_step( render_init, NULL );
219 vg_loader_step( menu_init, NULL );
220 vg_loader_step( world_init, NULL );
221 vg_loader_step( font3d_init, NULL );
222
223 font3d_load( &test_font, "models/rs_font.mdl", vg_mem.rtmemory );
224
225 //vg_loader_step( player_init, NULL );
226 //vg_loader_step( vehicle_init, NULL );
227 //
228 //vg_loader_step( player_model_init, NULL );
229
230 /* ----------------- */
231 vg_loader_step( load_playermodels, NULL );
232
233 /* player setup */
234 player__create( &localplayer );
235 player_avatar_load( &localplayer_avatar, "models/ch_new.mdl" );
236 player__use_avatar( &localplayer, &localplayer_avatar );
237 player__use_mesh( &localplayer, &localplayer_meshes[cl_playermdl_id] );
238 player__use_texture( &localplayer, &localplayer_texture );
239 player__bind( &localplayer );
240
241 /* --------------------- */
242
243 vg_bake_shaders();
244 vg_loader_step( audio_init, audio_free );
245
246 /* 'systems' are completely loaded now */
247
248 /* load home world */
249 world_load( &world_global.worlds[0], "maps/mp_gridmap.mdl" );
250 //world_load( &world_global.worlds[0], "maps/mp_mtzero.mdl" );
251
252 #if 0
253 world_load( &world_global.worlds[1], "maps/mp_gridmap.mdl" );
254 world_link_nonlocal_gates( 0, 1 );
255 world_load( &world_global.worlds[2], "maps/mp_mtzero.mdl" );
256 world_link_nonlocal_gates( 0, 2 );
257 #endif
258
259 vg_console_load_autos();
260 }
261
262 VG_STATIC void vg_start(void)
263 {
264 __respawn( 1, (const char *[]){ "start" } );
265 }
266
267 VG_STATIC void draw_origin_axis(void)
268 {
269 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 1.0f, 0.0f, 0.0f }, 0xffff0000 );
270 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 1.0f, 0.0f }, 0xff00ff00 );
271 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 0.0f, 1.0f }, 0xff0000ff );
272 }
273
274 VG_STATIC void vg_update(void)
275 {
276 steam_update();
277
278 if( vg.is_loaded )
279 {
280 draw_origin_axis();
281 network_update();
282
283 #if 0
284 if( !gzoomer.inside )
285 player_update_pre();
286 #endif
287
288 player__pre_update( &localplayer );
289 world_update( get_active_world(), localplayer.rb.co );
290
291 audio_update();
292 }
293 }
294
295 VG_STATIC void vg_update_fixed(void)
296 {
297 if( vg.is_loaded )
298 {
299 #if 0
300 if( !gzoomer.inside )
301 player_update_fixed();
302
303 vehicle_update_fixed();
304 #endif
305
306 player__update( &localplayer );
307 }
308 }
309
310 VG_STATIC void vg_update_post(void)
311 {
312 if( vg.is_loaded )
313 {
314 #if 0
315 if( gzoomer.inside )
316 {
317 vehicle_camera();
318 }
319 else
320 {
321 player_update_post();
322 }
323 #endif
324
325 player__post_update( &localplayer );
326
327
328 float inr3 = 0.57735027,
329 inr2 = 0.70710678118;
330
331 v3f sample_directions[] = {
332 { -1.0f, 0.0f, 0.0f },
333 { 1.0f, 0.0f, 0.0f },
334 { 0.0f, 0.0f, 1.0f },
335 { 0.0f, 0.0f, -1.0f },
336 { 0.0f, 1.0f, 0.0f },
337 { 0.0f, -1.0f, 0.0f },
338 { -inr3, inr3, inr3 },
339 { inr3, inr3, inr3 },
340 { -inr3, inr3, -inr3 },
341 { inr3, inr3, -inr3 },
342 { -inr2, 0.0f, inr2 },
343 { inr2, 0.0f, inr2 },
344 { -inr2, 0.0f, -inr2 },
345 { inr2, 0.0f, -inr2 },
346 };
347
348 static int si = 0;
349 static float distances[16];
350
351 ray_hit ray;
352 ray.dist = 5.0f;
353
354 v3f rc, rd, ro;
355 v3_copy( sample_directions[ si ], rd );
356 v3_add( localplayer.rb.co, (v3f){0.0f,1.5f,0.0f}, ro );
357 v3_copy( ro, rc );
358
359 float dist = 200.0f;
360
361 for( int i=0; i<10; i++ ){
362 if( ray_world( get_active_world(), rc, rd, &ray ) ){
363 dist = (float)i*5.0f + ray.dist;
364 break;
365 }
366 else{
367 v3_muladds( rc, rd, ray.dist, rc );
368 }
369 }
370
371 distances[si] = dist;
372
373
374 for( int i=0; i<14; i++ ){
375 if( distances[i] != 200.0f ){
376 u32 colours[] = { VG__RED, VG__BLUE, VG__GREEN,
377 VG__CYAN, VG__YELOW, VG__PINK,
378 VG__WHITE };
379
380 u32 colour = colours[i%7];
381
382 v3f p1;
383 v3_muladds( ro, sample_directions[i], distances[i], p1 );
384 vg_line( ro, p1, colour );
385 vg_line_pt3( p1, 0.1f, colour );
386 }
387 }
388
389 si ++;
390 if( si >= 14 )
391 si = 0;
392
393
394 /* FIXME: TEMP */
395 audio_lock();
396 vg_dsp.echo_distances[si] = dist;
397
398 v3f ears = { 1.0f,0.0f,0.0f };
399 m3x3_mulv( main_camera.transform, ears, ears );
400 v3_copy( ears, vg_audio.external_listener_ears );
401 v3_copy( main_camera.transform[3], vg_audio.external_listener_pos );
402
403 /* TODO: this is transformed back and fourth twice. */
404 if( localplayer.gate_waiting ){
405 m4x3_mulv( localplayer.gate_waiting->transport,
406 vg_audio.external_listener_pos,
407 vg_audio.external_listener_pos );
408 }
409
410 v3_copy( localplayer.rb.v, vg_audio.external_lister_velocity );
411 audio_unlock();
412
413 menu_update();
414 #if 0
415 vehicle_update_post();
416 #endif
417 }
418 }
419
420 VG_STATIC void vg_framebuffer_resize( int w, int h )
421 {
422 render_fb_resize();
423 }
424
425 VG_STATIC void present_view_with_post_processing(void)
426 {
427 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
428 glViewport( 0,0, vg.window_x, vg.window_y );
429
430 glEnable(GL_BLEND);
431 glDisable(GL_DEPTH_TEST);
432 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
433 glBlendEquation(GL_FUNC_ADD);
434
435 v2f inverse;
436 render_fb_inverse_ratio( gpipeline.fb_main, inverse );
437
438 if( cl_blur ){
439 shader_blitblur_use();
440 shader_blitblur_uTexMain( 0 );
441 shader_blitblur_uTexMotion( 1 );
442 shader_blitblur_uBlurStrength(cl_blur_strength / (vg.frame_delta*60.0f));
443 shader_blitblur_uInverseRatio( inverse );
444
445 v2f menu_blurring;
446 v2_muls( (v2f){ 0.04f, 0.001f }, menu_opacity, menu_blurring );
447 shader_blitblur_uOverrideDir( menu_blurring );
448
449 render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
450 render_fb_bind_texture( gpipeline.fb_main, 1, 1 );
451 }
452 else{
453 shader_blit_use();
454 shader_blit_uTexMain( 0 );
455 shader_blit_uInverseRatio( inverse );
456 render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
457 }
458
459 render_fsquad();
460 }
461
462 VG_STATIC void render_player_transparent(void)
463 {
464 static camera small_cam; /* DOES NOT NEED TO BE STATIC BUT MINGW
465 SAIS OTHERWISE */
466
467 m4x3_copy( main_camera.transform, small_cam.transform );
468
469 small_cam.fov = main_camera.fov;
470 small_cam.nearz = 0.05f;
471 small_cam.farz = 60.0f;
472
473 camera_update_view( &small_cam );
474 camera_update_projection( &small_cam );
475 camera_finalize( &small_cam );
476
477 /* Draw player to window buffer and blend background ontop */
478 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
479 glViewport( 0,0, vg.window_x, vg.window_y );
480 player__render( &small_cam, &localplayer );
481 }
482
483 VG_STATIC void render_scene(void)
484 {
485 render_fb_bind( gpipeline.fb_main, 1 );
486 glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
487 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
488
489 /* Draw world */
490 glEnable( GL_DEPTH_TEST );
491
492 world_instance *view_world = localplayer.viewable_world;
493
494 if( view_world == NULL ){
495 glClearColor( 0.25f, 0.25f, 0.0f, 1.0f );
496 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
497 return;
498 }
499
500 render_world( view_world, &main_camera, 0 );
501
502 render_water_texture( view_world, &main_camera, 0 );
503 render_fb_bind( gpipeline.fb_main, 1 );
504 render_water_surface( view_world, &main_camera );
505
506 int depth = 1;
507 if( localplayer.gate_waiting ) depth = 0;
508 render_world_gates( view_world, &main_camera, depth );
509
510 if( !cl_menu )
511 render_player_transparent();
512 }
513
514 VG_STATIC void render_main_game(void)
515 {
516 #if 0
517 static float fov = 60.0f;
518 float fov_target = vg_lerpf( 90.0f, 110.0f, cl_fov );
519
520 if( player.controller == k_player_controller_skate )
521 fov_target = vg_lerpf( 97.0f, 135.0f, cl_fov );
522
523 if( cl_menu )
524 fov_target = menu_fov_target;
525 fov = vg_lerpf( fov, fov_target, vg.frame_delta * 2.0f );
526 fov = freecam? 60.0f: fov;
527
528 main_camera.fov = fov;
529 #endif
530
531 player__pre_render( &localplayer );
532
533 v3_lerp( localplayer.cam.pos, menu_camera_pos, menu_opacity,
534 main_camera.pos );
535 main_camera.angles[0] =
536 vg_alerpf( localplayer.cam.angles[0], menu_camera_angles[0],
537 menu_opacity );
538 main_camera.angles[1] =
539 vg_lerpf ( localplayer.cam.angles[1], menu_camera_angles[1],
540 menu_opacity );
541
542 main_camera.fov = vg_lerpf( localplayer.cam.fov, menu_smooth_fov,
543 menu_opacity );
544 main_camera.nearz = 0.1f;
545 main_camera.farz = 2100.0f;
546
547 camera_update_transform( &main_camera );
548
549 if( localplayer.gate_waiting ){
550 m3x3_mul( localplayer.basis_gate, main_camera.transform,
551 main_camera.transform );
552 }
553 else{
554 m3x3_mul( localplayer.basis, main_camera.transform,
555 main_camera.transform );
556 }
557
558 camera_update_view( &main_camera );
559 camera_update_projection( &main_camera );
560 camera_finalize( &main_camera );
561
562 /* ========== Begin Frame ========== */
563
564 render_scene();
565
566 if( cl_menu ) {
567 glClear( GL_DEPTH_BUFFER_BIT );
568 menu_render_bg();
569 glEnable( GL_DEPTH_TEST );
570 render_player_transparent();
571 }
572
573 present_view_with_post_processing();
574
575 if( cl_menu )
576 menu_render_fg( &main_camera );
577
578 /* =========== End Frame =========== */
579 }
580
581 VG_STATIC void vg_render(void)
582 {
583 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
584
585 glViewport( 0,0, vg.window_x, vg.window_y );
586 glDisable( GL_DEPTH_TEST );
587
588 glClearColor( 1.0f, 0.0f, 0.0f, 0.0f );
589 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
590
591 render_main_game();
592
593 m4x4_copy( main_camera.mtx.pv, vg.pv );
594
595 /* Other shite */
596 glDisable(GL_BLEND);
597 glDisable(GL_DEPTH_TEST);
598 vg_lines_drawall();
599 glViewport( 0,0, vg.window_x, vg.window_y );
600 }
601
602 VG_STATIC void vg_ui(void)
603 {
604 #if 0
605 player__im_gui( &localplayer );
606 #endif
607 world_instance *world = get_active_world();
608 menu_crap_ui();
609
610 audio_debug_soundscapes();
611 render_view_framebuffer_ui();
612
613 #if 0
614 player_physics_gui();
615 #endif
616 }
617
618 VG_STATIC void run_debug_info(void)
619 {
620 #if 0
621 char buf[40];
622
623 snprintf( buf, 40, "%.2fm/s", v3_length( player.rb.v ) );
624 ui_text( (ui_px [2]){ 0, 0 }, buf, 1, k_text_align_left );
625
626 snprintf( buf, 40, "%.2f %.2f %.2f m/s",
627 player.phys.a[0], player.phys.a[1], player.phys.a[2] );
628 ui_text( (ui_px [2]){ 0, 20 }, buf, 1, k_text_align_left );
629
630 snprintf( buf, 40, "pos %.2f %.2f %.2f",
631 player.phys.rb.co[0], player.phys.rb.co[1], player.phys.rb.co[2] );
632 ui_text( (ui_px [2]){ 0, 40 }, buf, 1, k_text_align_left );
633
634 if( vg_input.controller_handle )
635 {
636 for( int i=0; i<vg_list_size(vg_input.controller_axises); i++ )
637 {
638 snprintf( buf, 40, "%.2f", vg_input.controller_axises[i] );
639 ui_text( (ui_px [2]){ 0, (i+3)*20 }, buf, 1, k_text_align_left );
640 }
641 }
642 else
643 {
644 ui_text( (ui_px [2]){ 0, 60 },
645 "Gamepad not ready", 1, k_text_align_left );
646 }
647 #endif
648 }