maths api changes
[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 #include "common.h"
19 #include "conf.h"
20 #include "steam.h"
21 #include "render.h"
22 #include "audio.h"
23 #include "world.h"
24 #include "font.h"
25 #include "player.h"
26
27 #include "entity.c"
28 #include "workshop.c"
29
30 VG_STATIC struct player_avatar localplayer_avatar;
31 VG_STATIC struct player_model localplayer_models[3];
32 VG_STATIC int skaterift_status = 0;
33
34 #include "network.h"
35 #include "menu.h"
36 #include "vehicle.h"
37
38 int main( int argc, char *argv[] )
39 {
40 vg_mem.use_libc_malloc = 0;
41 vg_set_mem_quota( 160*1024*1024 );
42 vg_enter( argc, argv, "Voyager Game Engine" );
43 return 0;
44 }
45
46 VG_STATIC void highscores_save_at_exit(void)
47 {
48 highscores_serialize_all();
49 }
50
51 VG_STATIC void vg_launch_opt(void)
52 {
53 }
54
55 VG_STATIC void vg_preload(void)
56 {
57 g_conf_init();
58
59 vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" );
60 vg_info(" 2021-2023 |\\ /| | / | | | | /| \n" );
61 vg_info(" | \\ / | +-- / +----- +---' | / | \n" );
62 vg_info(" | \\ / | | / | | \\ | / | \n" );
63 vg_info(" | \\/ | | / | | \\ | / | \n" );
64 vg_info(" ' ' '--' [] '----- '----- ' ' '---' "
65 "SOFTWARE\n" );
66
67 highscores_init( 2000, 50 );
68 if( !highscores_read() )
69 highscores_create_db();
70
71 vg_loader_step( NULL, highscores_save_at_exit );
72
73 steam_init();
74 vg_loader_step( NULL, steam_end );
75 vg_loader_step( network_init, network_end );
76 }
77
78 VG_STATIC void load_playermodels(void)
79 {
80 player_model_load( &localplayer_models[0], "models/ch_new.mdl" );
81 player_model_load( &localplayer_models[1], "models/ch_outlaw.mdl" );
82 player_model_load( &localplayer_models[2], "models/ch_jordan.mdl" );
83
84 /* load default board */
85 #if 0
86 player_board_load( &localplayer_boards[0],
87 "models/boards/skaterift_fish.mdl" );
88 #endif
89
90 /* FIXME: hack */
91 shader_model_character_view_register();
92 shader_model_board_view_register();
93 shader_model_entity_register();
94 }
95
96 void temp_update_playermodel(void){
97 player__use_model( &localplayer, &localplayer_models[cl_playermdl_id] );
98 }
99
100 VG_STATIC void async_skaterift_complete( void *payload, u32 size )
101 {
102 skaterift_status = 1;
103
104 localplayer.viewable_world = get_active_world();
105 localplayer_cmd_respawn( 1, (const char *[]){ "start" } );
106 }
107
108 VG_STATIC void vg_load(void)
109 {
110 vg_loader_step( render_init, NULL );
111 vg_loader_step( menu_init, NULL );
112 vg_loader_step( world_init, NULL );
113 vg_loader_step( vehicle_init, NULL );
114 vg_loader_step( font3d_init, NULL );
115
116 font3d_load( &world_global.font, "models/rs_font.mdl", vg_mem.rtmemory );
117
118 vg_loader_step( player_init, NULL );
119 vg_loader_step( player_ragdoll_init, NULL );
120 vg_loader_step( workshop_init, NULL );
121 vg_loader_step( skateshop_init, NULL );
122
123 /* ----------------- */
124 vg_loader_step( load_playermodels, NULL );
125
126 /* player setup */
127 player__create( &localplayer );
128 player_avatar_load( &localplayer_avatar, "models/ch_new.mdl" );
129 player__use_avatar( &localplayer, &localplayer_avatar );
130 player__use_model( &localplayer, &localplayer_models[cl_playermdl_id] );
131 //localplayer.board = &localplayer_boards[0];
132 player__bind( &localplayer );
133
134 /* --------------------- */
135
136 vg_bake_shaders();
137 vg_loader_step( audio_init, audio_free );
138
139 /* 'systems' are completely loaded now */
140 /* load home world */
141
142 world_load( 0, "maps/mp_spawn.mdl" );
143 world_load( 1, "maps/mp_mtzero.mdl" );
144
145 vg_console_load_autos();
146 menu_link();
147
148 vg_async_call( async_skaterift_complete, NULL, 0 );
149 }
150
151 VG_STATIC void draw_origin_axis(void)
152 {
153 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 1.0f, 0.0f, 0.0f }, 0xffff0000 );
154 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 1.0f, 0.0f }, 0xff00ff00 );
155 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 0.0f, 1.0f }, 0xff0000ff );
156 }
157
158 VG_STATIC void vg_update(void)
159 {
160 steam_update();
161
162 skaterift_preupdate_inputs();
163
164 if( skaterift_status == 1 ){
165 draw_origin_axis();
166 network_update();
167
168 player__pre_update( &localplayer );
169 global_skateshop_preupdate();
170
171 world_update( get_active_world(), localplayer.rb.co );
172 audio_ambient_sprites_update( get_active_world(), localplayer.rb.co );
173 //gui_helper_action( localplayer.input_use, "\x7f Hello \x1f""A \x1e\x84" );
174 }
175 }
176
177 VG_STATIC void vg_update_fixed(void)
178 {
179 if( skaterift_status == 1 ){
180 world_routes_fixedupdate( get_active_world() );
181
182 player__update( &localplayer );
183 vehicle_update_fixed();
184 }
185 }
186
187 VG_STATIC void vg_update_post(void)
188 {
189 if( skaterift_status == 1 ){
190 player__post_update( &localplayer );
191
192 float dist;
193 int sample_index;
194 world_audio_sample_distances( localplayer.rb.co, &sample_index, &dist );
195
196 audio_lock();
197 vg_dsp.echo_distances[sample_index] = dist;
198
199 v3f ears = { 1.0f,0.0f,0.0f };
200 m3x3_mulv( main_camera.transform, ears, ears );
201 v3_copy( ears, vg_audio.external_listener_ears );
202 v3_copy( main_camera.transform[3], vg_audio.external_listener_pos );
203
204 if( localplayer.gate_waiting ){
205 m4x3_mulv( localplayer.gate_waiting->transport,
206 vg_audio.external_listener_pos,
207 vg_audio.external_listener_pos );
208 }
209
210 v3_copy( localplayer.rb.v, vg_audio.external_lister_velocity );
211 audio_unlock();
212
213 vg.time_rate = 1.0f-menu.factive;
214 vehicle_update_post();
215 }
216 }
217
218 VG_STATIC void vg_framebuffer_resize( int w, int h )
219 {
220 render_fb_resize();
221 }
222
223 VG_STATIC void present_view_with_post_processing(void)
224 {
225 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
226 glViewport( 0,0, vg.window_x, vg.window_y );
227
228 glEnable(GL_BLEND);
229 glDisable(GL_DEPTH_TEST);
230 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
231 glBlendEquation(GL_FUNC_ADD);
232
233 v2f inverse;
234 render_fb_inverse_ratio( gpipeline.fb_main, inverse );
235
236 if( cl_blur ){
237 shader_blitblur_use();
238 shader_blitblur_uTexMain( 0 );
239 shader_blitblur_uTexMotion( 1 );
240 shader_blitblur_uBlurStrength( cl_blur_strength /
241 (vg.time_frame_delta*60.0) );
242 shader_blitblur_uInverseRatio( inverse );
243
244 v2f menu_blurring;
245 v2_muls( (v2f){ 0.04f, 0.001f }, menu.factive, menu_blurring );
246 shader_blitblur_uOverrideDir( menu_blurring );
247
248 render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
249 render_fb_bind_texture( gpipeline.fb_main, 1, 1 );
250 }
251 else{
252 shader_blit_use();
253 shader_blit_uTexMain( 0 );
254 shader_blit_uInverseRatio( inverse );
255 render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
256 }
257
258 render_fsquad();
259 }
260
261 VG_STATIC void render_player_transparent(void)
262 {
263 static camera small_cam; /* DOES NOT NEED TO BE STATIC BUT MINGW
264 SAIS OTHERWISE */
265
266 m4x3_copy( main_camera.transform, small_cam.transform );
267
268 small_cam.fov = main_camera.fov;
269 small_cam.nearz = 0.05f;
270 small_cam.farz = 60.0f;
271
272 camera_update_view( &small_cam );
273 camera_update_projection( &small_cam );
274 camera_finalize( &small_cam );
275
276 /* Draw player to window buffer and blend background ontop */
277 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
278 glViewport( 0,0, vg.window_x, vg.window_y );
279 player__render( &small_cam, &localplayer );
280 }
281
282 VG_STATIC void render_scene(void)
283 {
284 render_fb_bind( gpipeline.fb_main, 1 );
285 glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
286 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
287
288 /* Draw world */
289 glEnable( GL_DEPTH_TEST );
290
291 world_instance *view_world = localplayer.viewable_world;
292
293 if( view_world == NULL ){
294 glClearColor( 0.25f, 0.25f, 0.0f, 1.0f );
295 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
296 return;
297 }
298
299 world_prerender( view_world );
300 render_world( view_world, &main_camera, 0 );
301
302 render_water_texture( view_world, &main_camera, 0 );
303 render_fb_bind( gpipeline.fb_main, 1 );
304 render_water_surface( view_world, &main_camera );
305 }
306
307 VG_STATIC void render_scene_gate_subview(void)
308 {
309 render_fb_bind( gpipeline.fb_main, 1 );
310 world_instance *view_world = localplayer.viewable_world;
311
312 int depth = 1;
313 if( localplayer.gate_waiting ) depth = 0;
314 render_world_gates( view_world, &main_camera, depth );
315 }
316
317 VG_STATIC void render_main_game(void)
318 {
319 player__pre_render( &localplayer );
320 main_camera.fov = localplayer.cam.fov;
321 v3_copy( localplayer.cam.pos, main_camera.pos );
322 v3_copy( localplayer.cam.angles, main_camera.angles );
323
324 main_camera.nearz = 0.1f;
325 main_camera.farz = 2100.0f;
326
327 camera_update_transform( &main_camera );
328
329 if( localplayer.gate_waiting ){
330 m3x3_mul( localplayer.basis_gate, main_camera.transform,
331 main_camera.transform );
332 }
333 else{
334 m3x3_mul( localplayer.basis, main_camera.transform,
335 main_camera.transform );
336 }
337
338 camera_update_view( &main_camera );
339 camera_update_projection( &main_camera );
340 camera_finalize( &main_camera );
341
342 /* ========== Begin Frame ========== */
343
344 render_scene();
345
346 glEnable( GL_DEPTH_TEST );
347
348 render_player_transparent();
349 render_scene_gate_subview();
350
351 present_view_with_post_processing();
352 /* =========== End Frame =========== */
353 }
354
355 VG_STATIC void vg_render(void)
356 {
357 if( skaterift_status == 0 ){
358 _vg_loader_render();
359 return;
360 }
361
362 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
363
364 glViewport( 0,0, vg.window_x, vg.window_y );
365 glDisable( GL_DEPTH_TEST );
366 glDisable( GL_BLEND );
367
368 glClearColor( 1.0f, 0.0f, 0.0f, 0.0f );
369 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
370
371 render_main_game();
372
373 m4x4_copy( main_camera.mtx.pv, vg.pv );
374
375 /* Other shite */
376 glDisable(GL_BLEND);
377 glDisable(GL_DEPTH_TEST);
378 vg_lines_drawall();
379 glViewport( 0,0, vg.window_x, vg.window_y );
380 gui_draw();
381 }
382
383 VG_STATIC void vg_gui(void)
384 {
385 if( skaterift_status == 0 ){
386 return;
387 }
388
389 menu_update();
390 if( menu.active ){
391 glClear( GL_DEPTH_BUFFER_BIT );
392 menu_render();
393 }
394
395 #if 0
396 player__im_gui( &localplayer );
397 #endif
398 world_instance *world = get_active_world();
399
400 workshop_form_gui();
401 render_view_framebuffer_ui();
402 }
403
404 #else
405
406 #include "skaterift_imgui_dev.c"
407
408 #endif