2 * =============================================================================
4 * Copyright . . . -----, ,----- ,---. .---.
5 * 2021-2023 |\ /| | / | | | | /|
6 * | \ / | +-- / +----- +---' | / |
7 * | \ / | | / | | \ | / |
8 * | \/ | | / | | \ | / |
9 * ' ' '--' [] '----- '----- ' ' '---' SOFTWARE
11 * =============================================================================
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" };
30 player_instance
*tmp_localplayer(void)
41 static rb_object aaron
={
43 .rb
.bbx
= {{ -2.0f
, -1.0f
, -1.0f
}, { 2.0f
, 1.0f
, 1.0f
}}
47 int main( int argc
, char *argv
[] )
49 vg_mem
.use_libc_malloc
= 0;
50 vg_set_mem_quota( 160*1024*1024 );
51 vg_enter( argc
, argv
, "Voyager Game Engine" );
55 VG_STATIC
void highscores_save_at_exit(void)
57 highscores_serialize_all();
60 VG_STATIC
void vg_launch_opt(void)
65 VG_STATIC
int __kill( int argc
, const char *argv
[] )
68 player_use_device( &localplayer
, &player_device_dead
, &localplayer_dead
);
73 VG_STATIC
int __respawn( int argc
, const char *argv
[] )
75 ent_spawn
*rp
= NULL
, *r
;
76 world_instance
*world
= get_active_world();
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] ) ){
88 vg_warn( "No spawn named '%s'\n", argv
[0] );
92 float min_dist
= INFINITY
;
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
);
106 vg_error( "No spawn found\n" );
108 if( !mdl_arrcount(&world
->ent_spawn
) )
111 rp
= mdl_arritm( &world
->ent_spawn
, 0 );
114 player__spawn( &localplayer
, rp
);
118 VG_STATIC
void vg_preload(void)
122 vg_console_reg_cmd( "respawn", __respawn
, NULL
);
123 vg_console_reg_cmd( "ded", __kill
, NULL
);
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(" ' ' '--' [] '----- '----- ' ' '---' "
133 highscores_init( 2000, 50 );
134 if( !highscores_read() )
135 highscores_create_db();
137 vg_loader_step( NULL
, highscores_save_at_exit
);
140 vg_loader_step( NULL
, steam_end
);
141 vg_loader_step( network_init
, network_end
);
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
);
152 VG_STATIC
void load_playermodels(void)
154 vg_linear_clear( vg_mem
.scratch
);
157 * load in other player models. This may need to be more sophisticated in
158 * the futre if we have more of these guys
160 mdl_context ctx_default
,
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
);
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
);
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
);
179 vg_acquire_thread_sync();
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] );
185 vg_release_thread_sync();
188 shader_model_character_view_register();
189 vg_acquire_thread_sync();
191 vg_tex2d_init( (vg_tex2d
*[]){ &localplayer_texture
}, 1 );
193 vg_release_thread_sync();
196 void temp_update_playermodel(void){
197 player__use_mesh( &localplayer
, &localplayer_meshes
[cl_playermdl_id
] );
200 VG_STATIC
void vg_load(void)
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
);
208 font3d_load( &world_global
.font
, "models/rs_font.mdl", vg_mem
.rtmemory
);
210 vg_loader_step( player_init
, NULL
);
211 vg_loader_step( player_ragdoll_init
, NULL
);
213 /* ----------------- */
214 vg_loader_step( load_playermodels
, NULL
);
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
);
224 /* --------------------- */
227 vg_loader_step( audio_init
, audio_free
);
229 /* 'systems' are completely loaded now */
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" );
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 );
242 vg_console_load_autos();
245 VG_STATIC
void vg_start(void)
247 __respawn( 1, (const char *[]){ "start" } );
250 VG_STATIC
void draw_origin_axis(void)
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 );
257 VG_STATIC
void vg_update(void)
265 player__pre_update( &localplayer
);
267 world_update( get_active_world(), localplayer
.rb
.co
);
268 audio_ambient_sprites_update( get_active_world(), localplayer
.rb
.co
);
272 VG_STATIC
void vg_update_fixed(void)
275 world_routes_fixedupdate( get_active_world() );
277 player__update( &localplayer
);
278 vehicle_update_fixed();
281 world_instance
*world
= get_active_world();
283 rb_ct
*buf
= rb_global_buffer();
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
;
291 rb_contact_count
+= l
;
292 rb_presolve_contacts( rb_contact_buffer
, rb_contact_count
);
294 for( int j
=0; j
<8; j
++ ){
295 rb_solve_contacts( rb_contact_buffer
, rb_contact_count
);
298 rb_iter( &aaron
.rb
);
299 rb_update_transform( &aaron
.rb
);
305 VG_STATIC
void vg_update_post(void)
308 player__post_update( &localplayer
);
310 float inr3
= 0.57735027,
311 inr2
= 0.70710678118;
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
},
331 static float distances
[16];
337 v3_copy( sample_directions
[ si
], rd
);
338 v3_add( localplayer
.rb
.co
, (v3f
){0.0f
,1.5f
,0.0f
}, ro
);
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
;
349 v3_muladds( rc
, rd
, ray
.dist
, rc
);
353 distances
[si
] = dist
;
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
,
362 u32 colour
= colours
[i
%7];
365 v3_muladds( ro
, sample_directions
[i
], distances
[i
], p1
);
366 vg_line( ro
, p1
, colour
);
367 vg_line_pt3( p1
, 0.1f
, colour
);
377 vg_dsp
.echo_distances
[si
] = dist
;
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
);
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
);
391 v3_copy( localplayer
.rb
.v
, vg_audio
.external_lister_velocity
);
395 vehicle_update_post();
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
},
403 v3_zero( aaron
.rb
.v
);
404 v3_zero( aaron
.rb
.w
);
405 rb_update_transform( &aaron
.rb
);
408 rb_object_debug( &aaron
, VG__PINK
);
413 VG_STATIC
void vg_framebuffer_resize( int w
, int h
)
418 VG_STATIC
void present_view_with_post_processing(void)
420 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
421 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
424 glDisable(GL_DEPTH_TEST
);
425 glBlendFunc(GL_ONE_MINUS_DST_ALPHA
, GL_DST_ALPHA
);
426 glBlendEquation(GL_FUNC_ADD
);
429 render_fb_inverse_ratio( gpipeline
.fb_main
, inverse
);
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
);
439 v2_muls( (v2f
){ 0.04f
, 0.001f
}, menu_opacity
, menu_blurring
);
440 shader_blitblur_uOverrideDir( menu_blurring
);
442 render_fb_bind_texture( gpipeline
.fb_main
, 0, 0 );
443 render_fb_bind_texture( gpipeline
.fb_main
, 1, 1 );
447 shader_blit_uTexMain( 0 );
448 shader_blit_uInverseRatio( inverse
);
449 render_fb_bind_texture( gpipeline
.fb_main
, 0, 0 );
455 VG_STATIC
void render_player_transparent(void)
457 static camera small_cam
; /* DOES NOT NEED TO BE STATIC BUT MINGW
460 m4x3_copy( main_camera
.transform
, small_cam
.transform
);
462 small_cam
.fov
= main_camera
.fov
;
463 small_cam
.nearz
= 0.05f
;
464 small_cam
.farz
= 60.0f
;
466 camera_update_view( &small_cam
);
467 camera_update_projection( &small_cam
);
468 camera_finalize( &small_cam
);
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
);
476 VG_STATIC
void render_scene(void)
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
);
483 glEnable( GL_DEPTH_TEST
);
485 world_instance
*view_world
= localplayer
.viewable_world
;
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
);
493 world_prerender( view_world
);
494 render_world( view_world
, &main_camera
, 0 );
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
);
501 if( localplayer
.gate_waiting
) depth
= 0;
502 render_world_gates( view_world
, &main_camera
, depth
);
505 render_player_transparent();
508 VG_STATIC
void render_main_game(void)
511 static float fov
= 60.0f
;
512 float fov_target
= vg_lerpf( 90.0f
, 110.0f
, cl_fov
);
514 if( player
.controller
== k_player_controller_skate
)
515 fov_target
= vg_lerpf( 97.0f
, 135.0f
, cl_fov
);
518 fov_target
= menu_fov_target
;
519 fov
= vg_lerpf( fov
, fov_target
, vg
.frame_delta
* 2.0f
);
520 fov
= freecam
? 60.0f
: fov
;
522 main_camera
.fov
= fov
;
525 player__pre_render( &localplayer
);
527 v3_lerp( localplayer
.cam
.pos
, menu_camera_pos
, menu_opacity
,
529 main_camera
.angles
[0] =
530 vg_alerpf( localplayer
.cam
.angles
[0], menu_camera_angles
[0],
532 main_camera
.angles
[1] =
533 vg_lerpf ( localplayer
.cam
.angles
[1], menu_camera_angles
[1],
536 main_camera
.fov
= vg_lerpf( localplayer
.cam
.fov
, menu_smooth_fov
,
538 main_camera
.nearz
= 0.1f
;
539 main_camera
.farz
= 2100.0f
;
541 camera_update_transform( &main_camera
);
543 if( localplayer
.gate_waiting
){
544 m3x3_mul( localplayer
.basis_gate
, main_camera
.transform
,
545 main_camera
.transform
);
548 m3x3_mul( localplayer
.basis
, main_camera
.transform
,
549 main_camera
.transform
);
552 camera_update_view( &main_camera
);
553 camera_update_projection( &main_camera
);
554 camera_finalize( &main_camera
);
556 /* ========== Begin Frame ========== */
561 glClear( GL_DEPTH_BUFFER_BIT
);
563 glEnable( GL_DEPTH_TEST
);
564 render_player_transparent();
567 present_view_with_post_processing();
570 menu_render_fg( &main_camera
);
572 /* =========== End Frame =========== */
575 VG_STATIC
void vg_render(void)
577 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
579 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
580 glDisable( GL_DEPTH_TEST
);
582 glClearColor( 1.0f
, 0.0f
, 0.0f
, 0.0f
);
583 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
);
587 m4x4_copy( main_camera
.mtx
.pv
, vg
.pv
);
591 glDisable(GL_DEPTH_TEST
);
593 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
596 VG_STATIC
void vg_ui(void)
599 player__im_gui( &localplayer
);
601 world_instance
*world
= get_active_world();
604 render_view_framebuffer_ui();