dusting
[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 #define VG_DEVWINDOW
16 #include "common.h"
17 #include "conf.h"
18 #include "steam.h"
19 #include "render.h"
20 #include "audio.h"
21 #include "world.h"
22 #include "font.h"
23 #include "player.h"
24
25 static player_instance localplayer;
26 VG_STATIC struct player_avatar localplayer_avatar;
27 VG_STATIC glmesh localplayer_meshes[3];
28 vg_tex2d localplayer_texture = { .path = "textures/ch_gradient.qoi" };
29
30 player_instance *tmp_localplayer(void)
31 {
32 return &localplayer;
33 }
34
35 #include "network.h"
36 #include "menu.h"
37 #include "vehicle.h"
38
39 #define DEV_AARON
40 #ifdef DEV_AARON
41 static rb_object aaron={
42 .type=k_rb_shape_box,
43 .rb.bbx = {{ -2.0f, -1.0f, -1.0f }, { 2.0f, 1.0f, 1.0f }}
44 };
45 #endif
46
47 int main( int argc, char *argv[] )
48 {
49 vg_mem.use_libc_malloc = 0;
50 vg_set_mem_quota( 160*1024*1024 );
51 vg_enter( argc, argv, "Voyager Game Engine" );
52 return 0;
53 }
54
55 VG_STATIC void highscores_save_at_exit(void)
56 {
57 highscores_serialize_all();
58 }
59
60 VG_STATIC void vg_launch_opt(void)
61 {
62
63 }
64
65 VG_STATIC int __kill( int argc, const char *argv[] )
66 {
67 #if 0
68 player_use_device( &localplayer, &player_device_dead, &localplayer_dead );
69 #endif
70 return 0;
71 }
72
73 VG_STATIC int __respawn( int argc, const char *argv[] )
74 {
75 ent_spawn *rp = NULL, *r;
76 world_instance *world = get_active_world();
77
78 if( argc == 1 ){
79 for( u32 i=0; i<mdl_arrcount(&world->ent_spawn); i++ ){
80 r = mdl_arritm( &world->ent_spawn, i );
81 if( !strcmp( mdl_pstr(&world->meta, r->pstr_name),argv[0] ) ){
82 rp = r;
83 break;
84 }
85 }
86
87 if( !rp )
88 vg_warn( "No spawn named '%s'\n", argv[0] );
89 }
90
91 if( !rp ){
92 float min_dist = INFINITY;
93
94 for( u32 i=0; i<mdl_arrcount(&world->ent_spawn); i++ ){
95 r = mdl_arritm( &world->ent_spawn, i );
96 float d = v3_dist2( r->transform.co, localplayer.rb.co );
97
98 if( d < min_dist ){
99 min_dist = d;
100 rp = r;
101 }
102 }
103 }
104
105 if( !rp ){
106 vg_error( "No spawn found\n" );
107
108 if( !mdl_arrcount(&world->ent_spawn) )
109 return 0;
110
111 rp = mdl_arritm( &world->ent_spawn, 0 );
112 }
113
114 player__spawn( &localplayer, rp );
115 return 1;
116 }
117
118 VG_STATIC void vg_preload(void)
119 {
120 g_conf_init();
121
122 vg_console_reg_cmd( "respawn", __respawn, NULL );
123 vg_console_reg_cmd( "ded", __kill, NULL );
124
125 vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" );
126 vg_info(" 2021-2022 |\\ /| | / | | | | /| \n" );
127 vg_info(" | \\ / | +-- / +----- +---' | / | \n" );
128 vg_info(" | \\ / | | / | | \\ | / | \n" );
129 vg_info(" | \\/ | | / | | \\ | / | \n" );
130 vg_info(" ' ' '--' [] '----- '----- ' ' '---' "
131 "SOFTWARE\n" );
132
133 highscores_init( 2000, 50 );
134 if( !highscores_read() )
135 highscores_create_db();
136
137 vg_loader_step( NULL, highscores_save_at_exit );
138
139 steam_init();
140 vg_loader_step( NULL, steam_end );
141 vg_loader_step( network_init, network_end );
142
143 #ifdef DEV_AARON
144 q_identity( aaron.rb.q );
145 v3_zero( aaron.rb.w );
146 v3_zero( aaron.rb.co );
147 v3_zero( aaron.rb.v );
148 rb_init_object( &aaron );
149 #endif
150 }
151
152 VG_STATIC void load_playermodels(void)
153 {
154 vg_linear_clear( vg_mem.scratch );
155
156 /*
157 * load in other player models. This may need to be more sophisticated in
158 * the futre if we have more of these guys
159 */
160 mdl_context ctx_default,
161 ctx_outlaw,
162 ctx_jordan;
163
164 mdl_open( &ctx_default, "models/ch_new.mdl", vg_mem.scratch );
165 mdl_load_metadata_block( &ctx_default, vg_mem.scratch );
166 mdl_load_mesh_block( &ctx_default, vg_mem.scratch );
167 mdl_close( &ctx_default );
168
169 mdl_open( &ctx_outlaw, "models/ch_outlaw.mdl", vg_mem.scratch );
170 mdl_load_metadata_block( &ctx_outlaw, vg_mem.scratch );
171 mdl_load_mesh_block( &ctx_outlaw, vg_mem.scratch );
172 mdl_close( &ctx_outlaw );
173
174 mdl_open( &ctx_jordan, "models/ch_jordan.mdl", vg_mem.scratch );
175 mdl_load_metadata_block( &ctx_jordan, vg_mem.scratch );
176 mdl_load_mesh_block( &ctx_jordan, vg_mem.scratch );
177 mdl_close( &ctx_jordan );
178
179 vg_acquire_thread_sync();
180 {
181 mdl_unpack_glmesh( &ctx_default, &localplayer_meshes[0] );
182 mdl_unpack_glmesh( &ctx_outlaw, &localplayer_meshes[1] );
183 mdl_unpack_glmesh( &ctx_jordan, &localplayer_meshes[2] );
184 }
185 vg_release_thread_sync();
186
187 /* FIXME: hack */
188 shader_model_character_view_register();
189 vg_acquire_thread_sync();
190 {
191 vg_tex2d_init( (vg_tex2d *[]){ &localplayer_texture }, 1 );
192 }
193 vg_release_thread_sync();
194 }
195
196 void temp_update_playermodel(void){
197 player__use_mesh( &localplayer, &localplayer_meshes[cl_playermdl_id] );
198 }
199
200 VG_STATIC void vg_load(void)
201 {
202 vg_loader_step( render_init, NULL );
203 vg_loader_step( menu_init, NULL );
204 vg_loader_step( world_init, NULL );
205 vg_loader_step( vehicle_init, NULL );
206 vg_loader_step( font3d_init, NULL );
207
208 font3d_load( &world_global.font, "models/rs_font.mdl", vg_mem.rtmemory );
209
210 vg_loader_step( player_init, NULL );
211 vg_loader_step( player_ragdoll_init, NULL );
212
213 /* ----------------- */
214 vg_loader_step( load_playermodels, NULL );
215
216 /* player setup */
217 player__create( &localplayer );
218 player_avatar_load( &localplayer_avatar, "models/ch_new.mdl" );
219 player__use_avatar( &localplayer, &localplayer_avatar );
220 player__use_mesh( &localplayer, &localplayer_meshes[cl_playermdl_id] );
221 player__use_texture( &localplayer, &localplayer_texture );
222 player__bind( &localplayer );
223
224 /* --------------------- */
225
226 vg_bake_shaders();
227 vg_loader_step( audio_init, audio_free );
228
229 /* 'systems' are completely loaded now */
230
231 /* load home world */
232 world_load( &world_global.worlds[0], "maps/mp_gridmap.mdl" );
233 //world_load( &world_global.worlds[0], "maps/mp_mtzero.mdl" );
234
235 #if 0
236 world_load( &world_global.worlds[1], "maps/mp_gridmap.mdl" );
237 world_link_nonlocal_gates( 0, 1 );
238 world_load( &world_global.worlds[2], "maps/mp_mtzero.mdl" );
239 world_link_nonlocal_gates( 0, 2 );
240 #endif
241
242 vg_console_load_autos();
243 }
244
245 VG_STATIC void vg_start(void)
246 {
247 __respawn( 1, (const char *[]){ "start" } );
248 }
249
250 VG_STATIC void draw_origin_axis(void)
251 {
252 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 1.0f, 0.0f, 0.0f }, 0xffff0000 );
253 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 1.0f, 0.0f }, 0xff00ff00 );
254 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 0.0f, 1.0f }, 0xff0000ff );
255 }
256
257 VG_STATIC void vg_update(void)
258 {
259 steam_update();
260
261 if( vg.is_loaded ){
262 draw_origin_axis();
263 network_update();
264
265 player__pre_update( &localplayer );
266
267 world_update( get_active_world(), localplayer.rb.co );
268 audio_ambient_sprites_update( get_active_world(), localplayer.rb.co );
269 }
270 }
271
272 VG_STATIC void vg_update_fixed(void)
273 {
274 if( vg.is_loaded ){
275 world_routes_fixedupdate( get_active_world() );
276
277 player__update( &localplayer );
278 vehicle_update_fixed();
279
280 #ifdef DEV_AARON
281 world_instance *world = get_active_world();
282 rb_solver_reset();
283 rb_ct *buf = rb_global_buffer();
284
285 int l = rb_box__scene( aaron.rb.to_world, aaron.rb.bbx,
286 NULL, &world->rb_geo.inf.scene, buf );
287 for( int j=0; j<l; j++ ){
288 buf[j].rba = &aaron.rb;
289 buf[j].rbb = &world->rb_geo.rb;
290 }
291 rb_contact_count += l;
292 rb_presolve_contacts( rb_contact_buffer, rb_contact_count );
293
294 for( int j=0; j<8; j++ ){
295 rb_solve_contacts( rb_contact_buffer, rb_contact_count );
296 }
297
298 rb_iter( &aaron.rb );
299 rb_update_transform( &aaron.rb );
300 #endif
301
302 }
303 }
304
305 VG_STATIC void vg_update_post(void)
306 {
307 if( vg.is_loaded ){
308 player__post_update( &localplayer );
309
310 float inr3 = 0.57735027,
311 inr2 = 0.70710678118;
312
313 v3f sample_directions[] = {
314 { -1.0f, 0.0f, 0.0f },
315 { 1.0f, 0.0f, 0.0f },
316 { 0.0f, 0.0f, 1.0f },
317 { 0.0f, 0.0f, -1.0f },
318 { 0.0f, 1.0f, 0.0f },
319 { 0.0f, -1.0f, 0.0f },
320 { -inr3, inr3, inr3 },
321 { inr3, inr3, inr3 },
322 { -inr3, inr3, -inr3 },
323 { inr3, inr3, -inr3 },
324 { -inr2, 0.0f, inr2 },
325 { inr2, 0.0f, inr2 },
326 { -inr2, 0.0f, -inr2 },
327 { inr2, 0.0f, -inr2 },
328 };
329
330 static int si = 0;
331 static float distances[16];
332
333 ray_hit ray;
334 ray.dist = 5.0f;
335
336 v3f rc, rd, ro;
337 v3_copy( sample_directions[ si ], rd );
338 v3_add( localplayer.rb.co, (v3f){0.0f,1.5f,0.0f}, ro );
339 v3_copy( ro, rc );
340
341 float dist = 200.0f;
342
343 for( int i=0; i<10; i++ ){
344 if( ray_world( get_active_world(), rc, rd, &ray ) ){
345 dist = (float)i*5.0f + ray.dist;
346 break;
347 }
348 else{
349 v3_muladds( rc, rd, ray.dist, rc );
350 }
351 }
352
353 distances[si] = dist;
354
355
356 for( int i=0; i<14; i++ ){
357 if( distances[i] != 200.0f ){
358 u32 colours[] = { VG__RED, VG__BLUE, VG__GREEN,
359 VG__CYAN, VG__YELOW, VG__PINK,
360 VG__WHITE };
361
362 u32 colour = colours[i%7];
363
364 v3f p1;
365 v3_muladds( ro, sample_directions[i], distances[i], p1 );
366 vg_line( ro, p1, colour );
367 vg_line_pt3( p1, 0.1f, colour );
368 }
369 }
370
371 si ++;
372 if( si >= 14 )
373 si = 0;
374
375 /* FIXME: TEMP */
376 audio_lock();
377 vg_dsp.echo_distances[si] = dist;
378
379 v3f ears = { 1.0f,0.0f,0.0f };
380 m3x3_mulv( main_camera.transform, ears, ears );
381 v3_copy( ears, vg_audio.external_listener_ears );
382 v3_copy( main_camera.transform[3], vg_audio.external_listener_pos );
383
384 /* TODO: this is transformed back and fourth twice. */
385 if( localplayer.gate_waiting ){
386 m4x3_mulv( localplayer.gate_waiting->transport,
387 vg_audio.external_listener_pos,
388 vg_audio.external_listener_pos );
389 }
390
391 v3_copy( localplayer.rb.v, vg_audio.external_lister_velocity );
392 audio_unlock();
393
394 menu_update();
395 vehicle_update_post();
396
397 #ifdef DEV_AARON
398 SDL_Scancode sc = SDL_GetScancodeFromKey( SDLK_q );
399 if( vg_input.sdl_keys[sc] ){
400 m4x3_mulv( main_camera.transform, (v3f){0.0f,0.0f,-3.0f},
401 aaron.rb.co );
402
403 v3_zero( aaron.rb.v );
404 v3_zero( aaron.rb.w );
405 rb_update_transform( &aaron.rb );
406 }
407
408 rb_object_debug( &aaron, VG__PINK );
409 #endif
410 }
411 }
412
413 VG_STATIC void vg_framebuffer_resize( int w, int h )
414 {
415 render_fb_resize();
416 }
417
418 VG_STATIC void present_view_with_post_processing(void)
419 {
420 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
421 glViewport( 0,0, vg.window_x, vg.window_y );
422
423 glEnable(GL_BLEND);
424 glDisable(GL_DEPTH_TEST);
425 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
426 glBlendEquation(GL_FUNC_ADD);
427
428 v2f inverse;
429 render_fb_inverse_ratio( gpipeline.fb_main, inverse );
430
431 if( cl_blur ){
432 shader_blitblur_use();
433 shader_blitblur_uTexMain( 0 );
434 shader_blitblur_uTexMotion( 1 );
435 shader_blitblur_uBlurStrength(cl_blur_strength / (vg.frame_delta*60.0f));
436 shader_blitblur_uInverseRatio( inverse );
437
438 v2f menu_blurring;
439 v2_muls( (v2f){ 0.04f, 0.001f }, menu_opacity, menu_blurring );
440 shader_blitblur_uOverrideDir( menu_blurring );
441
442 render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
443 render_fb_bind_texture( gpipeline.fb_main, 1, 1 );
444 }
445 else{
446 shader_blit_use();
447 shader_blit_uTexMain( 0 );
448 shader_blit_uInverseRatio( inverse );
449 render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
450 }
451
452 render_fsquad();
453 }
454
455 VG_STATIC void render_player_transparent(void)
456 {
457 static camera small_cam; /* DOES NOT NEED TO BE STATIC BUT MINGW
458 SAIS OTHERWISE */
459
460 m4x3_copy( main_camera.transform, small_cam.transform );
461
462 small_cam.fov = main_camera.fov;
463 small_cam.nearz = 0.05f;
464 small_cam.farz = 60.0f;
465
466 camera_update_view( &small_cam );
467 camera_update_projection( &small_cam );
468 camera_finalize( &small_cam );
469
470 /* Draw player to window buffer and blend background ontop */
471 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
472 glViewport( 0,0, vg.window_x, vg.window_y );
473 player__render( &small_cam, &localplayer );
474 }
475
476 VG_STATIC void render_scene(void)
477 {
478 render_fb_bind( gpipeline.fb_main, 1 );
479 glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
480 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
481
482 /* Draw world */
483 glEnable( GL_DEPTH_TEST );
484
485 world_instance *view_world = localplayer.viewable_world;
486
487 if( view_world == NULL ){
488 glClearColor( 0.25f, 0.25f, 0.0f, 1.0f );
489 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
490 return;
491 }
492
493 world_prerender( view_world );
494 render_world( view_world, &main_camera, 0 );
495
496 render_water_texture( view_world, &main_camera, 0 );
497 render_fb_bind( gpipeline.fb_main, 1 );
498 render_water_surface( view_world, &main_camera );
499
500 int depth = 1;
501 if( localplayer.gate_waiting ) depth = 0;
502 render_world_gates( view_world, &main_camera, depth );
503
504 if( !cl_menu )
505 render_player_transparent();
506 }
507
508 VG_STATIC void render_main_game(void)
509 {
510 #if 0
511 static float fov = 60.0f;
512 float fov_target = vg_lerpf( 90.0f, 110.0f, cl_fov );
513
514 if( player.controller == k_player_controller_skate )
515 fov_target = vg_lerpf( 97.0f, 135.0f, cl_fov );
516
517 if( cl_menu )
518 fov_target = menu_fov_target;
519 fov = vg_lerpf( fov, fov_target, vg.frame_delta * 2.0f );
520 fov = freecam? 60.0f: fov;
521
522 main_camera.fov = fov;
523 #endif
524
525 player__pre_render( &localplayer );
526
527 v3_lerp( localplayer.cam.pos, menu_camera_pos, menu_opacity,
528 main_camera.pos );
529 main_camera.angles[0] =
530 vg_alerpf( localplayer.cam.angles[0], menu_camera_angles[0],
531 menu_opacity );
532 main_camera.angles[1] =
533 vg_lerpf ( localplayer.cam.angles[1], menu_camera_angles[1],
534 menu_opacity );
535
536 main_camera.fov = vg_lerpf( localplayer.cam.fov, menu_smooth_fov,
537 menu_opacity );
538 main_camera.nearz = 0.1f;
539 main_camera.farz = 2100.0f;
540
541 camera_update_transform( &main_camera );
542
543 if( localplayer.gate_waiting ){
544 m3x3_mul( localplayer.basis_gate, main_camera.transform,
545 main_camera.transform );
546 }
547 else{
548 m3x3_mul( localplayer.basis, main_camera.transform,
549 main_camera.transform );
550 }
551
552 camera_update_view( &main_camera );
553 camera_update_projection( &main_camera );
554 camera_finalize( &main_camera );
555
556 /* ========== Begin Frame ========== */
557
558 render_scene();
559
560 if( cl_menu ) {
561 glClear( GL_DEPTH_BUFFER_BIT );
562 menu_render_bg();
563 glEnable( GL_DEPTH_TEST );
564 render_player_transparent();
565 }
566
567 present_view_with_post_processing();
568
569 if( cl_menu )
570 menu_render_fg( &main_camera );
571
572 /* =========== End Frame =========== */
573 }
574
575 VG_STATIC void vg_render(void)
576 {
577 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
578
579 glViewport( 0,0, vg.window_x, vg.window_y );
580 glDisable( GL_DEPTH_TEST );
581
582 glClearColor( 1.0f, 0.0f, 0.0f, 0.0f );
583 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
584
585 render_main_game();
586
587 m4x4_copy( main_camera.mtx.pv, vg.pv );
588
589 /* Other shite */
590 glDisable(GL_BLEND);
591 glDisable(GL_DEPTH_TEST);
592 vg_lines_drawall();
593 glViewport( 0,0, vg.window_x, vg.window_y );
594 }
595
596 VG_STATIC void vg_ui(void)
597 {
598 #if 0
599 player__im_gui( &localplayer );
600 #endif
601 world_instance *world = get_active_world();
602 menu_crap_ui();
603
604 render_view_framebuffer_ui();
605 }