2 * =============================================================================
4 * Copyright . . . -----, ,----- ,---. .---.
5 * 2021-2023 |\ /| | / | | | | /|
6 * | \ / | +-- / +----- +---' | / |
7 * | \ / | | / | | \ | / |
8 * | \/ | | / | | \ | / |
9 * ' ' '--' [] '----- '----- ' ' '---' SOFTWARE
11 * =============================================================================
27 VG_STATIC player_instance localplayer
;
31 #include "player_interface.h"
32 #include "player_device_walk.h"
33 #include "player_device_skate.h"
34 #include "player_device_dead.h"
35 #include "player_model.h"
39 VG_STATIC player_interface localplayer
;
42 VG_STATIC
struct player_avatar localplayer_avatar
;
43 VG_STATIC glmesh localplayer_meshes
[3];
44 vg_tex2d localplayer_texture
= { .path
= "textures/ch_gradient.qoi" };
59 int main( int argc
, char *argv
[] )
61 vg_mem
.use_libc_malloc
= 0;
62 vg_set_mem_quota( 160*1024*1024 );
63 vg_enter( argc
, argv
, "Voyager Game Engine" );
68 VG_STATIC
void highscores_save_at_exit(void)
70 highscores_serialize_all();
73 VG_STATIC
void vg_launch_opt(void)
78 VG_STATIC
int __kill( int argc
, const char *argv
[] )
81 player_use_device( &localplayer
, &player_device_dead
, &localplayer_dead
);
86 VG_STATIC
int __respawn( int argc
, const char *argv
[] )
88 struct respawn_point
*rp
= NULL
, *r
;
92 for( int i
=0; i
<world
.spawn_count
; i
++ )
95 if( !strcmp( r
->name
, argv
[0] ) )
103 vg_warn( "No spawn named '%s'\n", argv
[0] );
108 float min_dist
= INFINITY
;
110 for( int i
=0; i
<world
.spawn_count
; i
++ )
112 r
= &world
.spawns
[i
];
113 float d
= v3_dist2( r
->co
, localplayer
.rb
.co
);
115 vg_info( "Dist %s : %f\n", r
->name
, d
);
126 vg_error( "No spawn found\n" );
128 if( !world
.spawn_count
)
131 rp
= &world
.spawns
[0];
134 player__spawn( &localplayer
, rp
);
138 VG_STATIC
void vg_preload(void)
144 vg_var_push( (struct vg_var
){
147 .data_type
= k_var_dtype_i32
,
148 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
152 vg_var_push( (struct vg_var
){
153 .name
= "cl_view_id",
155 .data_type
= k_var_dtype_i32
,
156 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
160 vg_var_push( (struct vg_var
){
162 .data
= &cl_light_edit
,
163 .data_type
= k_var_dtype_i32
,
164 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
168 vg_function_push( (struct vg_cmd
) {
170 .function
= __respawn
,
171 //.poll_suggest = reset_player_poll
174 vg_function_push( (struct vg_cmd
) {
177 //.poll_suggest = reset_player_poll
180 vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" );
181 vg_info(" 2021-2022 |\\ /| | / | | | | /| \n" );
182 vg_info(" | \\ / | +-- / +----- +---' | / | \n" );
183 vg_info(" | \\ / | | / | | \\ | / | \n" );
184 vg_info(" | \\/ | | / | | \\ | / | \n" );
185 vg_info(" ' ' '--' [] '----- '----- ' ' '---' "
188 highscores_init( 2000, 50 );
189 if( !highscores_read() )
190 highscores_create_db();
192 vg_loader_step( NULL
, highscores_save_at_exit
);
195 vg_loader_step( NULL
, steam_end
);
196 vg_loader_step( network_init
, network_end
);
199 VG_STATIC
void load_playermodels(void)
201 vg_linear_clear( vg_mem
.scratch
);
204 * load in other player models. This may need to be more sophisticated in
205 * the futre if we have more of these guys
207 mdl_context ctx_default
,
211 mdl_open( &ctx_default
, "models/ch_new.mdl" );
212 mdl_load_metadata( &ctx_default
, vg_mem
.scratch
);
213 mdl_load_mesh_data( &ctx_default
, vg_mem
.scratch
);
214 mdl_close( &ctx_default
);
216 mdl_open( &ctx_outlaw
, "models/ch_outlaw.mdl" );
217 mdl_load_metadata( &ctx_outlaw
, vg_mem
.scratch
);
218 mdl_load_mesh_data( &ctx_outlaw
, vg_mem
.scratch
);
219 mdl_close( &ctx_outlaw
);
221 mdl_open( &ctx_jordan
, "models/ch_jordan.mdl" );
222 mdl_load_metadata( &ctx_jordan
, vg_mem
.scratch
);
223 mdl_load_mesh_data( &ctx_jordan
, vg_mem
.scratch
);
224 mdl_close( &ctx_jordan
);
226 vg_acquire_thread_sync();
228 mdl_unpack_glmesh( &ctx_default
, &localplayer_meshes
[0] );
229 mdl_unpack_glmesh( &ctx_outlaw
, &localplayer_meshes
[1] );
230 mdl_unpack_glmesh( &ctx_jordan
, &localplayer_meshes
[2] );
232 vg_release_thread_sync();
235 shader_viewchar_register();
236 vg_acquire_thread_sync();
238 vg_tex2d_init( (vg_tex2d
*[]){ &localplayer_texture
}, 1 );
240 vg_release_thread_sync();
243 VG_STATIC
void vg_load(void)
245 vg_loader_step( render_init
, NULL
);
246 //vg_loader_step( menu_init, NULL );
247 vg_loader_step( world_init
, NULL
);
248 //vg_loader_step( player_init, NULL );
249 //vg_loader_step( vehicle_init, NULL );
251 //vg_loader_step( player_model_init, NULL );
253 /* ----------------- */
254 vg_loader_step( load_playermodels
, NULL
);
257 player__create( &localplayer
);
258 player_avatar_load( &localplayer_avatar
, "models/ch_new.mdl" );
259 player__use_avatar( &localplayer
, &localplayer_avatar
);
260 player__use_mesh( &localplayer
, &localplayer_meshes
[0] );
261 player__use_texture( &localplayer
, &localplayer_texture
);
262 player__bind( &localplayer
);
264 /* --------------------- */
267 vg_loader_step( audio_init
, audio_free
);
270 /* 'systems' are completely loaded now */
271 strcpy( world
.world_name
, "maps/mp_mtzero.mdl" );
272 strcpy( world
.world_name
, "maps/mp_gridmap.mdl" );
274 vg_console_load_autos();
277 VG_STATIC
void vg_start(void)
279 __respawn( 1, (const char *[]){ "start" } );
282 VG_STATIC
void draw_origin_axis(void)
284 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 1.0f
, 0.0f
, 0.0f
}, 0xffff0000 );
285 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 0.0f
, 1.0f
, 0.0f
}, 0xff00ff00 );
286 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 0.0f
, 0.0f
, 1.0f
}, 0xff0000ff );
289 VG_STATIC
void vg_update(void)
299 if( !gzoomer
.inside
)
303 player__pre_update( &localplayer
);
304 world_update( localplayer
.rb
.co
);
308 VG_STATIC
void vg_update_fixed(void)
313 if( !gzoomer
.inside
)
314 player_update_fixed();
316 vehicle_update_fixed();
319 player__update( &localplayer
);
323 VG_STATIC
void vg_update_post(void)
334 player_update_post();
338 player__post_update( &localplayer
);
342 vehicle_update_post();
347 VG_STATIC
void vg_framebuffer_resize( int w
, int h
)
352 VG_STATIC
void present_view_with_post_processing(void)
354 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
357 glDisable(GL_DEPTH_TEST
);
358 glBlendFunc(GL_ONE_MINUS_DST_ALPHA
, GL_DST_ALPHA
);
359 glBlendEquation(GL_FUNC_ADD
);
363 shader_blitblur_use();
364 shader_blitblur_uTexMain( 0 );
365 shader_blitblur_uTexMotion( 1 );
366 shader_blitblur_uBlurStrength(cl_blur_strength
/ (vg
.frame_delta
*60.0f
));
369 //v2_muls( (v2f){ 0.04f, 0.001f }, menu_opacity, menu_blurring );
370 v2_muls( (v2f
){ 0.04f
, 0.001f
}, 0.0f
, menu_blurring
);
371 shader_blitblur_uOverrideDir( menu_blurring
);
373 if( cl_view_id
== 0 )
374 render_fb_bind_texture( gpipeline
.fb_main
, 0, 0 );
375 else if( cl_view_id
== 1 )
376 render_fb_bind_texture( gpipeline
.fb_main
, 1, 0 );
378 render_fb_bind_texture( gpipeline
.fb_main
, 0, 0 );
380 render_fb_bind_texture( gpipeline
.fb_main
, 1, 1 );
385 shader_blit_uTexMain( 0 );
386 render_fb_bind_texture( gpipeline
.fb_main
, 0, 0 );
392 VG_STATIC
void render_player_transparent(void)
394 static camera small_cam
; /* DOES NOT NEED TO BE STATIC BUT MINGW
397 m4x3_copy( main_camera
.transform
, small_cam
.transform
);
399 small_cam
.fov
= main_camera
.fov
;
400 small_cam
.nearz
= 0.05f
;
401 small_cam
.farz
= 60.0f
;
403 camera_update_view( &small_cam
);
404 camera_update_projection( &small_cam
);
405 camera_finalize( &small_cam
);
407 /* Draw player to window buffer and blend background ontop */
408 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
409 player__render( &small_cam
, &localplayer
);
412 VG_STATIC
void render_scene(void)
414 render_fb_bind( gpipeline
.fb_main
);
415 glClearColor( 0.0f
, 0.0f
, 0.0f
, 1.0f
);
416 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
|GL_STENCIL_BUFFER_BIT
);
419 glEnable( GL_DEPTH_TEST
);
420 render_world( &main_camera
);
424 int player_transparent
= 1,
428 if( (localplayer
.subsystem
== k_player_subsystem_dead
) ||
429 (localplayer
.camera_mode
== k_cam_thirdperson
) )
430 player_transparent
= 0;
433 if( !player_transparent
&& player_draw
)
434 player__render( &main_camera
, &localplayer
);
436 render_water_texture( &main_camera
);
437 render_fb_bind( gpipeline
.fb_main
);
438 render_water_surface( &main_camera
);
439 render_world_gates( &main_camera
);
441 if( player_transparent
&& player_draw
)
442 render_player_transparent();
445 VG_STATIC
void render_menu(void)
447 glClear( GL_DEPTH_BUFFER_BIT
);
449 menu_render( &main_camera
);
453 VG_STATIC
void render_main_game(void)
456 static float fov
= 60.0f
;
457 float fov_target
= vg_lerpf( 90.0f
, 110.0f
, cl_fov
);
459 if( player
.controller
== k_player_controller_skate
)
460 fov_target
= vg_lerpf( 97.0f
, 135.0f
, cl_fov
);
463 fov_target
= menu_fov_target
;
464 fov
= vg_lerpf( fov
, fov_target
, vg
.frame_delta
* 2.0f
);
465 fov
= freecam
? 60.0f
: fov
;
467 main_camera
.fov
= fov
;
470 /* copy camera from player.
471 * TODO: blend with camera from menu */
474 player__pre_render( &localplayer
);
476 v3_copy( localplayer
.cam
.pos
, main_camera
.pos
);
477 v3_copy( localplayer
.cam
.angles
, main_camera
.angles
);
478 main_camera
.fov
= localplayer
.cam
.fov
;
479 main_camera
.nearz
= 0.1f
;
480 main_camera
.farz
= 2100.0f
;
482 camera_update_transform( &main_camera
);
483 camera_update_view( &main_camera
);
484 camera_update_projection( &main_camera
);
485 camera_finalize( &main_camera
);
487 /* ========== Begin Frame ========== */
490 present_view_with_post_processing();
496 render_player_transparent();
500 /* =========== End Frame =========== */
503 VG_STATIC
void vg_render(void)
505 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
507 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
508 glDisable( GL_DEPTH_TEST
);
510 glClearColor( 1.0f
, 0.0f
, 0.0f
, 0.0f
);
511 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
);
517 glDisable( GL_DEPTH_TEST
);
518 vg_lines_drawall( (float *)main_camera
.mtx
.pv
);
519 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
522 VG_STATIC
void run_light_widget( struct light_widget
*lw
);
523 VG_STATIC
void vg_ui(void)
525 player__im_gui( &localplayer
);
533 vg_uictx
.cursor
[0] = 10;
534 vg_uictx
.cursor
[1] = 10;
535 vg_uictx
.cursor
[2] = 200;
536 vg_uictx
.cursor
[3] = 20;
538 struct ub_world_lighting
*wl
= &gpipeline
.ub_world_lighting
;
539 struct ui_slider_vector
540 s5
= { .min
=0.0f
, .max
=2.0f
, .len
=3, .data
=wl
->g_ambient_colour
};
543 s8
= { .min
=0.0f
, .max
=2.0f
, .data
= &gpipeline
.shadow_spread
},
544 s9
= { .min
=0.0f
, .max
=25.0f
, .data
= &gpipeline
.shadow_length
};
546 for( int i
=0; i
<3; i
++ )
547 run_light_widget( &gpipeline
.widgets
[i
] );
549 ui_text( vg_uictx
.cursor
, "Ambient", 1, 0 );
550 vg_uictx
.cursor
[1] += 16;
551 ui_slider_vector( &s5
);
553 ui_text( vg_uictx
.cursor
, "Shadows", 1, 0 );
554 vg_uictx
.cursor
[1] += 16;
558 ui_text( vg_uictx
.cursor
, "Misc", 1, 0 );
559 vg_uictx
.cursor
[1] += 16;
560 struct ui_checkbox c1
= {.data
= &wl
->g_light_preview
};
563 render_update_lighting_ub();
566 //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
569 render_world_routes_ui();
571 //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
573 audio_debug_soundscapes();
574 render_view_framebuffer_ui();
577 player_physics_gui();
581 VG_STATIC
void run_light_widget( struct light_widget
*lw
)
583 struct ui_checkbox c1
= { .data
=&lw
->enabled
};
589 struct ui_slider_vector
590 colour
= { .min
=0.0f
, .max
=2.0f
, .len
=3, .data
=lw
->colour
},
591 dir
= { .min
=-VG_PIf
, .max
=VG_PIf
, .len
=2, .data
=lw
->dir
};
593 ui_slider_vector( &colour
);
594 vg_uictx
.cursor
[1] += 4;
595 ui_slider_vector( &dir
);
599 VG_STATIC
void run_debug_info(void)
604 snprintf( buf
, 40, "%.2fm/s", v3_length( player
.rb
.v
) );
605 ui_text( (ui_px
[2]){ 0, 0 }, buf
, 1, k_text_align_left
);
607 snprintf( buf
, 40, "%.2f %.2f %.2f m/s",
608 player
.phys
.a
[0], player
.phys
.a
[1], player
.phys
.a
[2] );
609 ui_text( (ui_px
[2]){ 0, 20 }, buf
, 1, k_text_align_left
);
611 snprintf( buf
, 40, "pos %.2f %.2f %.2f",
612 player
.phys
.rb
.co
[0], player
.phys
.rb
.co
[1], player
.phys
.rb
.co
[2] );
613 ui_text( (ui_px
[2]){ 0, 40 }, buf
, 1, k_text_align_left
);
615 if( vg_input
.controller_handle
)
617 for( int i
=0; i
<vg_list_size(vg_input
.controller_axises
); i
++ )
619 snprintf( buf
, 40, "%.2f", vg_input
.controller_axises
[i
] );
620 ui_text( (ui_px
[2]){ 0, (i
+3)*20 }, buf
, 1, k_text_align_left
);
625 ui_text( (ui_px
[2]){ 0, 60 },
626 "Gamepad not ready", 1, k_text_align_left
);