i hope your hapy
[carveJwlIkooP6JGAAIwe30JlM.git] / skaterift.c
index 3923ca0140e29d032ba6d183b25acc208e04ef93..6343098c874d59ef03c12fe2426c7a6232f7986e 100644 (file)
 #include "audio.h"
 #include "world.h"
 
-#if 0
+
+
 #include "player.h"
-#else
-#include "player_interface.h"
-#include "player_device_walk.h"
-#include "player_device_skate.h"
-#include "player_device_dead.h"
-#include "player_model.h"
-
-/* temp */
-VG_STATIC player_interface localplayer;
-VG_STATIC struct player_device_walk localplayer_walk;
-VG_STATIC struct player_device_skate localplayer_skate;
-VG_STATIC struct player_device_dead localplayer_dead;
+VG_STATIC player_instance localplayer;
 VG_STATIC struct player_avatar localplayer_avatar;
 VG_STATIC glmesh localplayer_meshes[3];
+vg_tex2d localplayer_texture = { .path = "textures/ch_gradient.qoi" };
+
+
+
+
 
-#endif
 
 #include "network.h"
 
@@ -52,7 +46,7 @@ static int cl_ui      = 1,
 int main( int argc, char *argv[] )
 {
    vg_mem.use_libc_malloc = 0;
-   vg_set_mem_quota( 128*1024*1024 );
+   vg_set_mem_quota( 160*1024*1024 );
    vg_enter( argc, argv, "Voyager Game Engine" ); 
 
    return 0;
@@ -70,21 +64,21 @@ VG_STATIC void vg_launch_opt(void)
 
 VG_STATIC int __kill( int argc, const char *argv[] )
 {
+#if 0
    player_use_device( &localplayer, &player_device_dead, &localplayer_dead );
+#endif
    return 0;
 }
 
 VG_STATIC int __respawn( int argc, const char *argv[] )
 {
-   struct respawn_point *rp = NULL, *r;
+   ent_spawn *rp = NULL, *r;
+   world_instance *world = get_active_world();
 
-   if( argc == 1 )
-   {
-      for( int i=0; i<world.spawn_count; i++ )
-      {
-         r = &world.spawns[i];
-         if( !strcmp( r->name, argv[0] ) )
-         {
+   if( argc == 1 ){
+      for( u32 i=0; i<mdl_arrcount(&world->ent_spawn); i++ ){
+         r = mdl_arritm( &world->ent_spawn, i );
+         if( !strcmp( mdl_pstr(&world->meta, r->pstr_name),argv[0] ) ){
             rp = r;
             break;
          }
@@ -94,35 +88,30 @@ VG_STATIC int __respawn( int argc, const char *argv[] )
          vg_warn( "No spawn named '%s'\n", argv[0] );
    }
 
-   if( !rp )
-   {
+   if( !rp ){
       float min_dist = INFINITY;
 
-      for( int i=0; i<world.spawn_count; i++ )
-      {
-         r = &world.spawns[i];
-         float d = v3_dist2( r->co, localplayer.rb.co );
+      for( u32 i=0; i<mdl_arrcount(&world->ent_spawn); i++ ){
+         r = mdl_arritm( &world->ent_spawn, i );
+         float d = v3_dist2( r->transform.co, localplayer.rb.co );
          
-         vg_info( "Dist %s : %f\n", r->name, d );
-         if( d < min_dist )
-         {
+         if( d < min_dist ){
             min_dist = d;
             rp = r;
          }
       }
    }
 
-   if( !rp )
-   {
+   if( !rp ){
       vg_error( "No spawn found\n" );
 
-      if( !world.spawn_count )
+      if( !mdl_arrcount(&world->ent_spawn) )
          return 0;
 
-      rp = &world.spawns[0];
+      rp = mdl_arritm( &world->ent_spawn, 0 );
    }
 
-   player_spawn( &localplayer, rp );
+   player__spawn( &localplayer, rp );
    return 1;
 }
 
@@ -199,19 +188,19 @@ VG_STATIC void load_playermodels(void)
                ctx_outlaw,
                ctx_jordan;
 
-   mdl_open( &ctx_default, "models/ch_new.mdl" );
-   mdl_load_metadata( &ctx_default, vg_mem.scratch );
-   mdl_load_mesh_data( &ctx_default, vg_mem.scratch );
+   mdl_open( &ctx_default, "models/ch_new.mdl", vg_mem.scratch );
+   mdl_load_metadata_block( &ctx_default, vg_mem.scratch );
+   mdl_load_mesh_block( &ctx_default, vg_mem.scratch );
    mdl_close( &ctx_default );
 
-   mdl_open( &ctx_outlaw, "models/ch_outlaw.mdl" );
-   mdl_load_metadata( &ctx_outlaw, vg_mem.scratch );
-   mdl_load_mesh_data( &ctx_outlaw, vg_mem.scratch );
+   mdl_open( &ctx_outlaw, "models/ch_outlaw.mdl", vg_mem.scratch );
+   mdl_load_metadata_block( &ctx_outlaw, vg_mem.scratch );
+   mdl_load_mesh_block( &ctx_outlaw, vg_mem.scratch );
    mdl_close( &ctx_outlaw );
 
-   mdl_open( &ctx_jordan, "models/ch_jordan.mdl" );
-   mdl_load_metadata( &ctx_jordan, vg_mem.scratch );
-   mdl_load_mesh_data( &ctx_jordan, vg_mem.scratch );
+   mdl_open( &ctx_jordan, "models/ch_jordan.mdl", vg_mem.scratch );
+   mdl_load_metadata_block( &ctx_jordan, vg_mem.scratch );
+   mdl_load_mesh_block( &ctx_jordan, vg_mem.scratch );
    mdl_close( &ctx_jordan );
    
    vg_acquire_thread_sync();
@@ -223,10 +212,10 @@ VG_STATIC void load_playermodels(void)
    vg_release_thread_sync();
 
    /* FIXME: hack */
-   shader_viewchar_register();
+   shader_model_character_view_register();
    vg_acquire_thread_sync();
    {
-      vg_tex2d_init( (vg_tex2d *[]){ &tex_characters }, 1 );
+      vg_tex2d_init( (vg_tex2d *[]){ &localplayer_texture }, 1 );
    }
    vg_release_thread_sync();
 }
@@ -245,24 +234,30 @@ VG_STATIC void vg_load(void)
    vg_loader_step( load_playermodels, NULL );
   
    /* player setup */
-   player_interface_create_player( &localplayer );
-   
+   player__create( &localplayer );
    player_avatar_load( &localplayer_avatar, "models/ch_new.mdl" );
-   player_use_avatar( &localplayer, &localplayer_avatar );
-   player_use_mesh( &localplayer, &localplayer_meshes[0] );
-   player_use_device( &localplayer, &player_device_walk, &localplayer_walk );
-   //player_use_device( &localplayer, &player_device_skate, &localplayer_skate );
+   player__use_avatar( &localplayer, &localplayer_avatar );
+   player__use_mesh( &localplayer, &localplayer_meshes[0] );
+   player__use_texture( &localplayer, &localplayer_texture );
+   player__bind( &localplayer );
 
    /* --------------------- */
 
    vg_bake_shaders();
    vg_loader_step( audio_init, audio_free );
-   world_audio_init();
 
    /* 'systems' are completely loaded now */
-   strcpy( world.world_name, "maps/mp_mtzero.mdl" );
-   strcpy( world.world_name, "maps/mp_gridmap.mdl" );
-   world_load();
+
+   /* load home world */
+   world_load( &world_global.worlds[0], "maps/mp_gridmap.mdl" );
+
+#if 0
+   world_load( &world_global.worlds[1], "maps/mp_gridmap.mdl" );
+   world_link_nonlocal_gates( 0, 1 );
+   world_load( &world_global.worlds[2], "maps/mp_mtzero.mdl" );
+   world_link_nonlocal_gates( 0, 2 );
+#endif
+
    vg_console_load_autos();
 }
 
@@ -292,8 +287,10 @@ VG_STATIC void vg_update(void)
          player_update_pre();
 #endif
 
-      player_pre_update( &localplayer );
-      world_update( localplayer.rb.co );
+      player__pre_update( &localplayer );
+      world_update( get_active_world(), localplayer.rb.co );
+
+      audio_update();
    }
 }
 
@@ -308,7 +305,7 @@ VG_STATIC void vg_update_fixed(void)
       vehicle_update_fixed();
 #endif
 
-      player_update( &localplayer );
+      player__update( &localplayer );
    }
 }
 
@@ -327,7 +324,90 @@ VG_STATIC void vg_update_post(void)
       }
 #endif
 
-      player_post_update( &localplayer );
+      player__post_update( &localplayer );
+
+      
+      float inr3 = 0.57735027,
+            inr2 = 0.70710678118;
+
+      v3f sample_directions[] = {
+         { -1.0f,  0.0f,  0.0f },
+         {  1.0f,  0.0f,  0.0f },
+         {  0.0f,  0.0f,  1.0f },
+         {  0.0f,  0.0f, -1.0f },
+         {  0.0f,  1.0f,  0.0f },
+         {  0.0f, -1.0f,  0.0f },
+         { -inr3,  inr3,  inr3 },
+         {  inr3,  inr3,  inr3 },
+         { -inr3,  inr3, -inr3 },
+         {  inr3,  inr3, -inr3 },
+         { -inr2,  0.0f,  inr2 },
+         {  inr2,  0.0f,  inr2 },
+         { -inr2,  0.0f, -inr2 },
+         {  inr2,  0.0f, -inr2 },
+      };
+
+      static int si = 0;
+      static float distances[16];
+
+      ray_hit ray;
+      ray.dist = 5.0f;
+
+      v3f rc, rd, ro;
+      v3_copy( sample_directions[ si ], rd );
+      v3_add( localplayer.rb.co, (v3f){0.0f,1.5f,0.0f}, ro );
+      v3_copy( ro, rc );
+
+      float dist = 200.0f;
+
+      for( int i=0; i<10; i++ )
+      {
+         if( ray_world( get_active_world(), rc, rd, &ray ) )
+         {
+            dist = (float)i*5.0f + ray.dist;
+            break;
+         }
+         else
+         {
+            v3_muladds( rc, rd, ray.dist, rc );
+         }
+      }
+
+      distances[si] = dist;
+
+
+      for( int i=0; i<14; i++ )
+      {
+         if( distances[i] != 200.0f )
+         {
+            u32 colours[] = { VG__RED, VG__BLUE, VG__GREEN,
+                              VG__CYAN, VG__YELOW, VG__PINK,
+                              VG__WHITE };
+
+            u32 colour = colours[i%7];
+
+            v3f p1;
+            v3_muladds( ro, sample_directions[i], distances[i], p1 );
+            vg_line( ro, p1, colour );
+            vg_line_pt3( p1, 0.1f, colour );
+         }
+      }
+
+      si ++;
+      if( si >= 14 )
+         si = 0;
+
+
+      /* FIXME: TEMP */
+      audio_lock();
+      vg_dsp.echo_distances[si] = dist;
+
+      v3f ears = { 1.0f,0.0f,0.0f };
+      m3x3_mulv( main_camera.transform, ears, ears );
+      v3_copy( ears, vg_audio.listener_ears );
+      v3_copy( main_camera.transform[3], vg_audio.listener_pos );
+      v3_copy( localplayer.rb.v, vg_audio.listener_velocity );
+      audio_unlock();
 
 #if 0
       menu_update();
@@ -398,7 +478,7 @@ VG_STATIC void render_player_transparent(void)
 
    /* Draw player to window buffer and blend background ontop */
    glBindFramebuffer( GL_FRAMEBUFFER, 0 );
-   player_render( &small_cam, &localplayer );
+   player__render( &small_cam, &localplayer );
 }
 
 VG_STATIC void render_scene(void)
@@ -409,20 +489,34 @@ VG_STATIC void render_scene(void)
 
    /* Draw world */
    glEnable( GL_DEPTH_TEST );
-   render_world( &main_camera );
 
+   world_instance *view_world = localplayer.viewable_world;
+
+   if( view_world == NULL ){
+      glClearColor( 0.25f, 0.25f, 0.0f, 1.0f );
+      glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
+      return;
+   }
 
+   render_world( view_world, &main_camera );
 
    int player_transparent = 1,
        player_draw        = 1;
 
+#if 0
+   if( (localplayer.subsystem == k_player_subsystem_dead) ||
+       (localplayer.camera_mode == k_cam_thirdperson) )
+      player_transparent = 0;
+#endif
+               
    if( !player_transparent && player_draw )
-      player_render( &main_camera, &localplayer );
+      player__render( &main_camera, &localplayer );
 
-   render_water_texture( &main_camera );
+
+   render_water_texture( view_world, &main_camera );
    render_fb_bind( gpipeline.fb_main );
-   render_water_surface( &main_camera );
-   render_world_gates( &main_camera );
+   render_water_surface( view_world, &main_camera );
+   render_world_gates( view_world, &main_camera );
 
    if( player_transparent && player_draw )
       render_player_transparent();
@@ -457,7 +551,7 @@ VG_STATIC void render_main_game(void)
     * TODO: blend with camera from menu */
 
    /* FIXME: TEMP!! */
-   player_pre_render( &localplayer );
+   player__pre_render( &localplayer );
 
    v3_copy( localplayer.cam.pos, main_camera.pos );
    v3_copy( localplayer.cam.angles, main_camera.angles );
@@ -466,6 +560,18 @@ VG_STATIC void render_main_game(void)
    main_camera.farz  = 2100.0f;
 
    camera_update_transform( &main_camera );
+
+   if( localplayer.gate_waiting )
+   {
+      m3x3_mul( localplayer.basis_gate, main_camera.transform, 
+                main_camera.transform );
+   }
+   else
+   {
+      m3x3_mul( localplayer.basis, main_camera.transform, 
+                main_camera.transform );
+   }
+
    camera_update_view( &main_camera );
    camera_update_projection( &main_camera );
    camera_finalize( &main_camera );
@@ -497,23 +603,27 @@ VG_STATIC void vg_render(void)
    glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
 
    render_main_game();
+
+   m4x4_copy( main_camera.mtx.pv, vg.pv );
    
    /* Other shite */
    glDisable(GL_BLEND);
    glDisable( GL_DEPTH_TEST );
-   vg_lines_drawall( (float *)main_camera.mtx.pv );
+   vg_lines_drawall();
    glViewport( 0,0, vg.window_x, vg.window_y );
 }
 
 VG_STATIC void run_light_widget( struct light_widget *lw );
 VG_STATIC void vg_ui(void)
 {
-   player_ui( &localplayer );
+   player__im_gui( &localplayer );
+   world_instance *world = get_active_world();
 
 #if 0
    menu_crap_ui();
 #endif
 
+#if 0
    if( cl_light_edit )
    {
       vg_uictx.cursor[0] = 10;
@@ -548,13 +658,7 @@ VG_STATIC void vg_ui(void)
 
       render_update_lighting_ub();
    }
-   
-   //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
-   if( cl_ui )
-   {
-      render_world_routes_ui();
-   }
-   //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
+#endif
    
    audio_debug_soundscapes();
    render_view_framebuffer_ui();