* =============================================================================
*
* Copyright . . . -----, ,----- ,---. .---.
- * 2021-2022 |\ /| | / | | | | /|
+ * 2021-2023 |\ /| | / | | | | /|
* | \ / | +-- / +----- +---' | / |
* | \ / | | / | | \ | / |
* | \/ | | / | | \ | / |
*/
#define SR_NETWORKED
+#define VG_DEVWINDOW
#include "common.h"
#include "conf.h"
#include "steam.h"
#include "render.h"
#include "audio.h"
#include "world.h"
+#include "font.h"
#include "player.h"
+
+VG_STATIC struct player_avatar localplayer_avatar;
+VG_STATIC glmesh localplayer_meshes[3];
+vg_tex2d localplayer_texture = { .path = "textures/ch_gradient.qoi" };
+
#include "network.h"
#include "menu.h"
-
-static int cl_ui = 1,
- cl_view_id = 0;
+#include "vehicle.h"
+
+#define DEV_AARON
+#ifdef DEV_AARON
+static rb_object aaron={
+ .type=k_rb_shape_box,
+ .rb.bbx = {{ -2.0f, -1.0f, -1.0f }, { 2.0f, 1.0f, 1.0f }}
+};
+#endif
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;
}
VG_STATIC void vg_launch_opt(void)
{
-
}
VG_STATIC void vg_preload(void)
{
g_conf_init();
- vg_convar_push( (struct vg_convar){
- .name = "cl_ui",
- .data = &cl_ui,
- .data_type = k_convar_dtype_i32,
- .opt_i32 = { .min=0, .max=1, .clamp=1 },
- .persistent = 0
- });
-
- vg_convar_push( (struct vg_convar){
- .name = "cl_view_id",
- .data = &cl_view_id,
- .data_type = k_convar_dtype_i32,
- .opt_i32 = { .min=0, .max=1, .clamp=1 },
- .persistent = 0
- });
-
vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" );
-vg_info(" 2021-2022 |\\ /| | / | | | | /| \n" );
+vg_info(" 2021-2023 |\\ /| | / | | | | /| \n" );
vg_info(" | \\ / | +-- / +----- +---' | / | \n" );
vg_info(" | \\ / | | / | | \\ | / | \n" );
vg_info(" | \\/ | | / | | \\ | / | \n" );
steam_init();
vg_loader_step( NULL, steam_end );
vg_loader_step( network_init, network_end );
+
+#ifdef DEV_AARON
+ q_identity( aaron.rb.q );
+ v3_zero( aaron.rb.w );
+ v3_zero( aaron.rb.co );
+ v3_zero( aaron.rb.v );
+ rb_init_object( &aaron );
+#endif
+}
+
+VG_STATIC void load_playermodels(void)
+{
+ vg_linear_clear( vg_mem.scratch );
+
+ /*
+ * load in other player models. This may need to be more sophisticated in
+ * the futre if we have more of these guys
+ */
+ mdl_context ctx_default,
+ ctx_outlaw,
+ ctx_jordan;
+
+ 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", 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", 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();
+ {
+ mdl_unpack_glmesh( &ctx_default, &localplayer_meshes[0] );
+ mdl_unpack_glmesh( &ctx_outlaw, &localplayer_meshes[1] );
+ mdl_unpack_glmesh( &ctx_jordan, &localplayer_meshes[2] );
+ }
+ vg_release_thread_sync();
+
+ /* FIXME: hack */
+ shader_model_character_view_register();
+ vg_acquire_thread_sync();
+ {
+ vg_tex2d_init( (vg_tex2d *[]){ &localplayer_texture }, 1 );
+ }
+ vg_release_thread_sync();
+}
+
+void temp_update_playermodel(void){
+ player__use_mesh( &localplayer, &localplayer_meshes[cl_playermdl_id] );
}
VG_STATIC void vg_load(void)
vg_loader_step( render_init, NULL );
vg_loader_step( menu_init, NULL );
vg_loader_step( world_init, NULL );
+ vg_loader_step( vehicle_init, NULL );
+ vg_loader_step( font3d_init, NULL );
+
+ font3d_load( &world_global.font, "models/rs_font.mdl", vg_mem.rtmemory );
+
vg_loader_step( player_init, NULL );
+ vg_loader_step( player_ragdoll_init, NULL );
+
+ /* ----------------- */
+ vg_loader_step( load_playermodels, NULL );
+
+ /* player setup */
+ player__create( &localplayer );
+ player_avatar_load( &localplayer_avatar, "models/ch_new.mdl" );
+ player__use_avatar( &localplayer, &localplayer_avatar );
+ player__use_mesh( &localplayer, &localplayer_meshes[cl_playermdl_id] );
+ 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" );
+ world_load( &world_global.worlds[0], "maps/mp_mtzero.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();
}
VG_STATIC void vg_start(void)
{
- reset_player( 1, (const char *[]){ "start" } );
+ localplayer.viewable_world = get_active_world();
+ localplayer_cmd_respawn( 1, (const char *[]){ "start" } );
}
VG_STATIC void draw_origin_axis(void)
{
steam_update();
- if( vg.is_loaded )
- {
+ if( vg.is_loaded ){
draw_origin_axis();
network_update();
+
+ player__pre_update( &localplayer );
- player_update_pre();
- world_update( player.phys.rb.co );
+ world_update( get_active_world(), localplayer.rb.co );
+ audio_ambient_sprites_update( get_active_world(), localplayer.rb.co );
}
}
VG_STATIC void vg_update_fixed(void)
{
- if( vg.is_loaded )
- {
- player_update_fixed();
+ if( vg.is_loaded ){
+ world_routes_fixedupdate( get_active_world() );
+
+ player__update( &localplayer );
+ vehicle_update_fixed();
+
+#ifdef DEV_AARON
+ world_instance *world = get_active_world();
+ rb_solver_reset();
+ rb_ct *buf = rb_global_buffer();
+
+ int l = rb_box__scene( aaron.rb.to_world, aaron.rb.bbx,
+ NULL, &world->rb_geo.inf.scene, buf );
+ for( int j=0; j<l; j++ ){
+ buf[j].rba = &aaron.rb;
+ buf[j].rbb = &world->rb_geo.rb;
+ }
+ rb_contact_count += l;
+ rb_presolve_contacts( rb_contact_buffer, rb_contact_count );
+
+ for( int j=0; j<8; j++ ){
+ rb_solve_contacts( rb_contact_buffer, rb_contact_count );
+ }
+
+ rb_iter( &aaron.rb );
+ rb_update_transform( &aaron.rb );
+#endif
+
}
}
VG_STATIC void vg_update_post(void)
{
- if( vg.is_loaded )
- {
- player_update_post();
+ if( vg.is_loaded ){
+ player__post_update( &localplayer );
+
+ float dist;
+ int sample_index;
+ world_audio_sample_distances( localplayer.rb.co, &sample_index, &dist );
+
+ audio_lock();
+ vg_dsp.echo_distances[sample_index] = dist;
+
+ v3f ears = { 1.0f,0.0f,0.0f };
+ m3x3_mulv( main_camera.transform, ears, ears );
+ v3_copy( ears, vg_audio.external_listener_ears );
+ v3_copy( main_camera.transform[3], vg_audio.external_listener_pos );
+
+ if( localplayer.gate_waiting ){
+ m4x3_mulv( localplayer.gate_waiting->transport,
+ vg_audio.external_listener_pos,
+ vg_audio.external_listener_pos );
+ }
+
+ v3_copy( localplayer.rb.v, vg_audio.external_lister_velocity );
+ audio_unlock();
+
menu_update();
+ vehicle_update_post();
+
+#ifdef DEV_AARON
+ SDL_Scancode sc = SDL_GetScancodeFromKey( SDLK_q );
+ if( vg_input.sdl_keys[sc] ){
+ m4x3_mulv( main_camera.transform, (v3f){0.0f,0.0f,-3.0f},
+ aaron.rb.co );
+
+ v3_zero( aaron.rb.v );
+ v3_zero( aaron.rb.w );
+ rb_update_transform( &aaron.rb );
+ }
+
+ rb_object_debug( &aaron, VG__PINK );
+#endif
}
}
VG_STATIC void vg_framebuffer_resize( int w, int h )
{
render_fb_resize();
- water_fb_resize();
}
VG_STATIC void present_view_with_post_processing(void)
{
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+ glViewport( 0,0, vg.window_x, vg.window_y );
glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
glBlendEquation(GL_FUNC_ADD);
- shader_blitblur_use();
- shader_blitblur_uTexMain( 0 );
- shader_blitblur_uTexMotion( 1 );
- shader_blitblur_uBlurStrength( cl_blur_strength );
- glActiveTexture( GL_TEXTURE0 );
-
- if( cl_view_id == 0 )
- glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background );
- else if( cl_view_id == 1 )
- glBindTexture( GL_TEXTURE_2D, gpipeline.mv_background );
- else
- glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background );
-
- glActiveTexture( GL_TEXTURE1 );
- glBindTexture( GL_TEXTURE_2D, gpipeline.mv_background );
-
- render_fsquad();
-}
-
-VG_STATIC void render_scene(void)
-{
- glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_background );
- glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
- glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
+ v2f inverse;
+ render_fb_inverse_ratio( gpipeline.fb_main, inverse );
- /* Draw world */
- glEnable( GL_DEPTH_TEST );
+ if( cl_blur ){
+ shader_blitblur_use();
+ shader_blitblur_uTexMain( 0 );
+ shader_blitblur_uTexMotion( 1 );
+ shader_blitblur_uBlurStrength(cl_blur_strength / (vg.frame_delta*60.0f));
+ shader_blitblur_uInverseRatio( inverse );
- render_world( &main_camera );
- render_water_texture( &main_camera );
- glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_background );
- render_water_surface( &main_camera );
- render_world_gates( &main_camera );
-}
+ v2f menu_blurring;
+ v2_muls( (v2f){ 0.04f, 0.001f }, menu_opacity, menu_blurring );
+ shader_blitblur_uOverrideDir( menu_blurring );
-VG_STATIC void render_menu(void)
-{
- glClear( GL_DEPTH_BUFFER_BIT );
- menu_render( &main_camera );
-}
+ render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
+ render_fb_bind_texture( gpipeline.fb_main, 1, 1 );
+ }
+ else{
+ shader_blit_use();
+ shader_blit_uTexMain( 0 );
+ shader_blit_uInverseRatio( inverse );
+ render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
+ }
-VG_STATIC void render_player_into_world(void)
-{
- glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_background );
- draw_player( &main_camera );
+ render_fsquad();
}
VG_STATIC void render_player_transparent(void)
{
- camera small_cam;
+ static camera small_cam; /* DOES NOT NEED TO BE STATIC BUT MINGW
+ SAIS OTHERWISE */
+
m4x3_copy( main_camera.transform, small_cam.transform );
small_cam.fov = main_camera.fov;
camera_finalize( &small_cam );
/* Draw player to window buffer and blend background ontop */
-
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
- draw_player( &small_cam );
+ glViewport( 0,0, vg.window_x, vg.window_y );
+ player__render( &small_cam, &localplayer );
+}
+
+VG_STATIC void render_scene(void)
+{
+ render_fb_bind( gpipeline.fb_main, 1 );
+ glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
+ glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
+
+ /* Draw world */
+ glEnable( GL_DEPTH_TEST );
+
+ 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;
+ }
+
+ world_prerender( view_world );
+ render_world( view_world, &main_camera, 0 );
+
+ render_water_texture( view_world, &main_camera, 0 );
+ render_fb_bind( gpipeline.fb_main, 1 );
+ render_water_surface( view_world, &main_camera );
+}
+
+VG_STATIC void render_scene_gate_subview(void)
+{
+ render_fb_bind( gpipeline.fb_main, 1 );
+ world_instance *view_world = localplayer.viewable_world;
+
+ int depth = 1;
+ if( localplayer.gate_waiting ) depth = 0;
+ render_world_gates( view_world, &main_camera, depth );
}
VG_STATIC void render_main_game(void)
{
+#if 0
static float fov = 60.0f;
float fov_target = vg_lerpf( 90.0f, 110.0f, cl_fov );
- if( player.phys.on_board )
+
+ if( player.controller == k_player_controller_skate )
fov_target = vg_lerpf( 97.0f, 135.0f, cl_fov );
+
if( cl_menu )
fov_target = menu_fov_target;
fov = vg_lerpf( fov, fov_target, vg.frame_delta * 2.0f );
fov = freecam? 60.0f: fov;
main_camera.fov = fov;
+#endif
+
+ player__pre_render( &localplayer );
+
+ v3_lerp( localplayer.cam.pos, menu_camera_pos, menu_opacity,
+ main_camera.pos );
+ main_camera.angles[0] =
+ vg_alerpf( localplayer.cam.angles[0], menu_camera_angles[0],
+ menu_opacity );
+ main_camera.angles[1] =
+ vg_lerpf ( localplayer.cam.angles[1], menu_camera_angles[1],
+ menu_opacity );
+
+ main_camera.fov = vg_lerpf( localplayer.cam.fov, menu_smooth_fov,
+ menu_opacity );
main_camera.nearz = 0.1f;
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 );
/* ========== Begin Frame ========== */
render_scene();
-
- if( !cl_menu )
- {
- if( player.is_dead | freecam )
- render_player_into_world();
- else
- render_player_transparent();
+
+ if( cl_menu ) {
+ //glClear( GL_DEPTH_BUFFER_BIT );
+ menu_render_bg();
+ glEnable( GL_DEPTH_TEST );
}
+ render_player_transparent();
+ render_scene_gate_subview();
+
present_view_with_post_processing();
- if( cl_menu )
- {
- render_menu();
- render_player_transparent();
- }
+ if( cl_menu )
+ menu_render_fg( &main_camera );
/* =========== End Frame =========== */
}
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 );
+ glDisable(GL_DEPTH_TEST);
+ vg_lines_drawall();
glViewport( 0,0, vg.window_x, vg.window_y );
}
VG_STATIC void vg_ui(void)
{
- menu_crap_ui();
-
-#if 0
- if( lightedit )
- {
- ui_global_ctx.cursor[0] = 10;
- ui_global_ctx.cursor[1] = 10;
- ui_global_ctx.cursor[2] = 200;
- ui_global_ctx.cursor[3] = 20;
-
- struct ub_world_lighting *wl = &gpipeline.ub_world_lighting;
- struct ui_slider_vector
- s5 = { .min=0.0f, .max=2.0f, .len=3, .data=wl->g_ambient_colour };
-
- struct ui_slider
- s8 = { .min=0.0f, .max=2.0f, .data = &gpipeline.shadow_spread },
- s9 = { .min=0.0f, .max=25.0f, .data = &gpipeline.shadow_length };
-
- for( int i=0; i<3; i++ )
- run_light_widget( &gpipeline.widgets[i] );
-
- gui_text( ui_global_ctx.cursor, "Ambient", 1, 0 );
- ui_global_ctx.cursor[1] += 16;
- ui_slider_vector( &ui_global_ctx, &s5 );
-
- gui_text( ui_global_ctx.cursor, "Shadows", 1, 0 );
- ui_global_ctx.cursor[1] += 16;
- ui_slider( &ui_global_ctx, &s8 );
- ui_slider( &ui_global_ctx, &s9 );
-
- gui_text( ui_global_ctx.cursor, "Misc", 1, 0 );
- ui_global_ctx.cursor[1] += 16;
- struct ui_checkbox c1 = {.data = &wl->g_light_preview};
- ui_checkbox( &ui_global_ctx, &c1 );
-
- render_update_lighting_ub();
- }
-#endif
-
- //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
- if( cl_ui )
- {
- render_world_routes_ui();
- }
- //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
-
- audio_debug_soundscapes();
-}
-
#if 0
-VG_STATIC void run_light_widget( struct light_widget *lw )
-{
- struct ui_checkbox c1 = { .data=&lw->enabled };
-
- ui_checkbox( &ui_global_ctx, &c1 );
-
- if( lw->enabled )
- {
- struct ui_slider_vector
- colour = { .min=0.0f, .max=2.0f, .len=3, .data=lw->colour },
- dir = { .min=-VG_PIf, .max=VG_PIf, .len=2, .data=lw->dir };
-
- ui_slider_vector( &ui_global_ctx, &colour );
- ui_global_ctx.cursor[1] += 4;
- ui_slider_vector( &ui_global_ctx, &dir );
- }
-}
+ player__im_gui( &localplayer );
#endif
-
-VG_STATIC void run_debug_info(void)
-{
- char buf[40];
-
- snprintf( buf, 40, "%.2fm/s", v3_length( player.phys.rb.v ) );
- ui_text( (ui_px [2]){ 0, 0 }, buf, 1, k_text_align_left );
+ world_instance *world = get_active_world();
+ menu_crap_ui();
- snprintf( buf, 40, "%.2f %.2f %.2f m/s",
- player.phys.a[0], player.phys.a[1], player.phys.a[2] );
- ui_text( (ui_px [2]){ 0, 20 }, buf, 1, k_text_align_left );
-
- snprintf( buf, 40, "pos %.2f %.2f %.2f",
- player.phys.rb.co[0], player.phys.rb.co[1], player.phys.rb.co[2] );
- ui_text( (ui_px [2]){ 0, 40 }, buf, 1, k_text_align_left );
-
- if( vg_input.controller_handle )
- {
- for( int i=0; i<vg_list_size(vg_input.controller_axises); i++ )
- {
- snprintf( buf, 40, "%.2f", vg_input.controller_axises[i] );
- ui_text( (ui_px [2]){ 0, (i+3)*20 }, buf, 1, k_text_align_left );
- }
- }
- else
- {
- ui_text( (ui_px [2]){ 0, 60 },
- "Gamepad not ready", 1, k_text_align_left );
- }
+ render_view_framebuffer_ui();
}