* =============================================================================
*
* Copyright . . . -----, ,----- ,---. .---.
- * 2021-2022 |\ /| | / | | | | /|
+ * 2021-2023 |\ /| | / | | | | /|
* | \ / | +-- / +----- +---' | / |
* | \ / | | / | | \ | / |
* | \/ | | / | | \ | / |
* =============================================================================
*/
-#define VG_STATIC static
-#define VG_GAME
#define SR_NETWORKED
-
#include "common.h"
+#include "conf.h"
#include "steam.h"
#include "render.h"
#include "audio.h"
#include "world.h"
+
+
+
#include "player.h"
+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" };
+
+
+
+
+
+
#include "network.h"
+
+#if 0
#include "menu.h"
+#endif
+#include "vehicle.h"
-static int cl_ui = 1;
+static int cl_ui = 1,
+ cl_view_id = 0,
+ cl_light_edit = 0;
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 highscores_save_at_exit(void*_)
+VG_STATIC void highscores_save_at_exit(void)
{
highscores_serialize_all();
}
}
+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;
+
+ 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] ) )
+ {
+ rp = r;
+ break;
+ }
+ }
+
+ if( !rp )
+ vg_warn( "No spawn named '%s'\n", argv[0] );
+ }
+
+ 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 );
+
+ vg_info( "Dist %s : %f\n", r->name, d );
+ if( d < min_dist )
+ {
+ min_dist = d;
+ rp = r;
+ }
+ }
+ }
+
+ if( !rp )
+ {
+ vg_error( "No spawn found\n" );
+
+ if( !world->spawn_count )
+ return 0;
+
+ rp = &world->spawns[0];
+ }
+
+ player__spawn( &localplayer, rp );
+ return 1;
+}
+
VG_STATIC void vg_preload(void)
{
- vg_convar_push( (struct vg_convar){
+ g_conf_init();
+
+ common_var_temp();
+
+ vg_var_push( (struct vg_var){
.name = "cl_ui",
.data = &cl_ui,
- .data_type = k_convar_dtype_i32,
+ .data_type = k_var_dtype_i32,
.opt_i32 = { .min=0, .max=1, .clamp=1 },
- .persistent = 1
+ .persistent = 0
});
- vg_convar_push( (struct vg_convar){
- .name = "cl_fov",
- .data = &g_fov_option,
- .data_type = k_convar_dtype_f32,
- .opt_f32 = { .clamp = 0 },
- .persistent = 1
+ vg_var_push( (struct vg_var){
+ .name = "cl_view_id",
+ .data = &cl_view_id,
+ .data_type = k_var_dtype_i32,
+ .opt_i32 = { .min=0, .max=1, .clamp=1 },
+ .persistent = 0
+ });
+
+ vg_var_push( (struct vg_var){
+ .name = "ledit",
+ .data = &cl_light_edit,
+ .data_type = k_var_dtype_i32,
+ .opt_i32 = { .min=0, .max=1, .clamp=1 },
+ .persistent = 0
+ });
+
+ vg_function_push( (struct vg_cmd) {
+ .name = "respawn",
+ .function = __respawn,
+ //.poll_suggest = reset_player_poll
+ });
+
+ vg_function_push( (struct vg_cmd) {
+ .name = "ded",
+ .function = __kill,
+ //.poll_suggest = reset_player_poll
});
vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" );
if( !highscores_read() )
highscores_create_db();
- vg_loader_highwater( NULL, highscores_save_at_exit, NULL );
-
- //vg_sleep_ms(200);
+ vg_loader_step( NULL, highscores_save_at_exit );
steam_init();
- vg_loader_highwater( NULL, steam_end, NULL );
- vg_loader_highwater( network_init, network_end, NULL );
+ vg_loader_step( NULL, steam_end );
+ vg_loader_step( network_init, network_end );
+}
+
+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" );
+ mdl_load_metadata( &ctx_default, vg_mem.scratch );
+ mdl_load_mesh_data( &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_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_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();
}
VG_STATIC void vg_load(void)
{
- vg_loader_highwater( render_init, NULL, NULL );
- vg_loader_highwater( menu_init, NULL, NULL );
- vg_loader_highwater( world_init, NULL, NULL );
- vg_loader_highwater( player_init, NULL, NULL );
+ vg_loader_step( render_init, NULL );
+ //vg_loader_step( menu_init, NULL );
+ vg_loader_step( world_init, NULL );
+ //vg_loader_step( player_init, NULL );
+ //vg_loader_step( vehicle_init, NULL );
+ //
+ //vg_loader_step( player_model_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[0] );
+ player__use_texture( &localplayer, &localplayer_texture );
+ player__bind( &localplayer );
+
+ /* --------------------- */
vg_bake_shaders();
- vg_loader_highwater( audio_init, audio_free, NULL );
+ vg_loader_step( audio_init, audio_free );
world_audio_init();
/* 'systems' are completely loaded now */
- strcpy( world.world_name, "maps/mp_mtzero.mdl" );
- world_load();
+
+ /* load home world */
+ world_load( &world_global.worlds[0], "maps/mp_home.mdl" );
+
+ world_load( &world_global.worlds[1], "maps/mp_gridmap.mdl" );
+ world_load( &world_global.worlds[2], "maps/mp_mtzero.mdl" );
+ world_link_nonlocal_gates( 0, 1 );
+ world_link_nonlocal_gates( 0, 2 );
+
vg_console_load_autos();
}
VG_STATIC void vg_start(void)
{
- reset_player( 1, (const char *[]){ "start" } );
+ __respawn( 1, (const char *[]){ "start" } );
}
VG_STATIC void draw_origin_axis(void)
vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 0.0f, 1.0f }, 0xff0000ff );
}
-VG_STATIC void vg_update( int loaded )
+VG_STATIC void vg_update(void)
{
steam_update();
- if( loaded )
+ if( vg.is_loaded )
{
draw_origin_axis();
network_update();
+
+#if 0
+ if( !gzoomer.inside )
+ player_update_pre();
+#endif
- player_update_pre();
- world_update( player.phys.rb.co );
+ player__pre_update( &localplayer );
+ world_update( get_active_world(), localplayer.rb.co );
}
}
-VG_STATIC void vg_update_fixed( int loaded )
+VG_STATIC void vg_update_fixed(void)
{
- if( loaded )
+ if( vg.is_loaded )
{
- player_update_fixed();
+#if 0
+ if( !gzoomer.inside )
+ player_update_fixed();
+
+ vehicle_update_fixed();
+#endif
+
+ player__update( &localplayer );
}
}
-VG_STATIC void vg_update_post( int loaded )
+VG_STATIC void vg_update_post(void)
{
- if( loaded )
+ if( vg.is_loaded )
{
- player_update_post();
+#if 0
+ if( gzoomer.inside )
+ {
+ vehicle_camera();
+ }
+ else
+ {
+ player_update_post();
+ }
+#endif
+
+ player__post_update( &localplayer );
+
+#if 0
menu_update();
+ vehicle_update_post();
+#endif
}
}
VG_STATIC void vg_framebuffer_resize( int w, int h )
{
render_fb_resize();
- water_fb_resize();
}
-VG_STATIC void render_main_game(void)
+VG_STATIC void present_view_with_post_processing(void)
{
- m4x4f world_4x4;
- m4x3_expand( camera_mtx_inverse, world_4x4 );
+ glBindFramebuffer( GL_FRAMEBUFFER, 0 );
- static float fov = 60.0f;
+ glEnable(GL_BLEND);
+ glDisable(GL_DEPTH_TEST);
+ glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
+ glBlendEquation(GL_FUNC_ADD);
+
+ 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));
+
+ v2f menu_blurring;
+ //v2_muls( (v2f){ 0.04f, 0.001f }, menu_opacity, menu_blurring );
+ v2_muls( (v2f){ 0.04f, 0.001f }, 0.0f, menu_blurring );
+ shader_blitblur_uOverrideDir( menu_blurring );
+
+ if( cl_view_id == 0 )
+ render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
+ else if( cl_view_id == 1 )
+ render_fb_bind_texture( gpipeline.fb_main, 1, 0 );
+ else
+ 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 );
+ render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
+ }
- float fov_target = vg_lerpf( 90.0f, 110.0f, g_fov_option );
+ render_fsquad();
+}
- if( player.phys.on_board )
- fov_target = vg_lerpf( 97.0f, 135.0f, g_fov_option );
+VG_STATIC void render_player_transparent(void)
+{
+ static camera small_cam; /* DOES NOT NEED TO BE STATIC BUT MINGW
+ SAIS OTHERWISE */
- if( cl_menu )
- fov_target = menu_fov_target;
+ m4x3_copy( main_camera.transform, small_cam.transform );
- fov = vg_lerpf( fov, fov_target, vg.frame_delta * 2.0f );
+ small_cam.fov = main_camera.fov;
+ small_cam.nearz = 0.05f;
+ small_cam.farz = 60.0f;
- gpipeline.fov = freecam? 60.0f: fov; /* 120 */
- m4x4_projection( vg.pv, gpipeline.fov,
- (float)vg.window_x / (float)vg.window_y,
- 0.1f, 2100.0f );
+ camera_update_view( &small_cam );
+ camera_update_projection( &small_cam );
+ camera_finalize( &small_cam );
+
+ /* Draw player to window buffer and blend background ontop */
+ glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+ player__render( &small_cam, &localplayer );
+}
+
+VG_STATIC void render_scene(void)
+{
+ render_fb_bind( gpipeline.fb_main );
+ glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
+ glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
- m4x4_mul( vg.pv, world_4x4, vg.pv );
+ /* Draw world */
glEnable( GL_DEPTH_TEST );
-
- /*
- * Draw world
- */
- int draw_solid = player.is_dead | freecam;
- render_world( vg.pv, camera_mtx );
+ world_instance *view_world = localplayer.viewable_world;
+ render_world( view_world, &main_camera );
- if( draw_solid )
- draw_player( camera_mtx );
+ int player_transparent = 1,
+ player_draw = 1;
- render_water_texture( camera_mtx );
+#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 );
- glBindFramebuffer( GL_FRAMEBUFFER, 0 );
- render_water_surface( vg.pv, camera_mtx );
- render_world_gates( vg.pv, player.phys.rb.co, camera_mtx );
+
+ render_water_texture( view_world, &main_camera );
+ render_fb_bind( gpipeline.fb_main );
+ render_water_surface( view_world, &main_camera );
+ render_world_gates( view_world, &main_camera );
+
+ if( player_transparent && player_draw )
+ render_player_transparent();
+}
+
+VG_STATIC void render_menu(void)
+{
+ glClear( GL_DEPTH_BUFFER_BIT );
+#if 0
+ menu_render( &main_camera );
+#endif
+}
+
+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.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
+
+ /* copy camera from player.
+ * TODO: blend with camera from menu */
+
+ /* FIXME: TEMP!! */
+ player__pre_render( &localplayer );
+
+ v3_copy( localplayer.cam.pos, main_camera.pos );
+ v3_copy( localplayer.cam.angles, main_camera.angles );
+ main_camera.fov = localplayer.cam.fov;
+ main_camera.nearz = 0.1f;
+ main_camera.farz = 2100.0f;
+
+ camera_update_transform( &main_camera );
+
+ if( localplayer.gate_waiting )
{
- glClear( GL_DEPTH_BUFFER_BIT );
- menu_render( vg.pv );
+ m3x3_mul( localplayer.basis_gate, main_camera.transform,
+ main_camera.transform );
}
-
- /* Copy the RGB of what we have into the background buffer */
- glBindFramebuffer( GL_READ_FRAMEBUFFER, 0 );
- glBindFramebuffer( GL_DRAW_FRAMEBUFFER, gpipeline.fb_background );
- glBlitFramebuffer( 0,0, vg.window_x, vg.window_y,
- 0,0, vg.window_x, vg.window_y,
- GL_COLOR_BUFFER_BIT,
- GL_LINEAR );
-
- /* Clear out the colour buffer, but keep depth */
- glBindFramebuffer( GL_FRAMEBUFFER, 0 );
- glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
-
- if( !player.is_dead )
- glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
else
- glClear( GL_COLOR_BUFFER_BIT );
-
- if( !draw_solid )
{
- m4x4_projection( vg.pv, gpipeline.fov,
- (float)vg.window_x / (float)vg.window_y,
- 0.05f, 60.0f );
- m4x4_mul( vg.pv, world_4x4, vg.pv );
- draw_player( camera_mtx );
+ m3x3_mul( localplayer.basis, main_camera.transform,
+ main_camera.transform );
}
- /* Draw back in the background
- *
- * TODO: need to disable alpha write in the terrain shader so this works
- * again.
- */
- glEnable(GL_BLEND);
- glDisable(GL_DEPTH_TEST);
- glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
- glBlendEquation(GL_FUNC_ADD);
-
- shader_blit_use();
- shader_blit_uTexMain( 0 );
- glActiveTexture(GL_TEXTURE0);
- glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background );
+ camera_update_view( &main_camera );
+ camera_update_projection( &main_camera );
+ camera_finalize( &main_camera );
- render_fsquad();
+ /* ========== Begin Frame ========== */
+
+ render_scene();
+ present_view_with_post_processing();
+
+#if 0
+ if( cl_menu )
+ {
+ render_menu();
+ render_player_transparent();
+ }
+#endif
+
+ /* =========== End Frame =========== */
}
VG_STATIC void vg_render(void)
{
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+
glViewport( 0,0, vg.window_x, vg.window_y );
glDisable( GL_DEPTH_TEST );
- glClearColor( 0.11f, 0.35f, 0.37f, 1.0f );
- glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
+ glClearColor( 1.0f, 0.0f, 0.0f, 0.0f );
+ glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
render_main_game();
-
/* Other shite */
glDisable(GL_BLEND);
glDisable( GL_DEPTH_TEST );
- vg_lines_drawall( (float *)vg.pv );
+ vg_lines_drawall( (float *)main_camera.mtx.pv );
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__im_gui( &localplayer );
+ world_instance *world = get_active_world();
+
+#if 0
menu_crap_ui();
+#endif
#if 0
- if( lightedit )
+ if( cl_light_edit )
{
- ui_global_ctx.cursor[0] = 10;
- ui_global_ctx.cursor[1] = 10;
- ui_global_ctx.cursor[2] = 200;
- ui_global_ctx.cursor[3] = 20;
+ vg_uictx.cursor[0] = 10;
+ vg_uictx.cursor[1] = 10;
+ vg_uictx.cursor[2] = 200;
+ vg_uictx.cursor[3] = 20;
struct ub_world_lighting *wl = &gpipeline.ub_world_lighting;
struct ui_slider_vector
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;
+
+ ui_text( vg_uictx.cursor, "Ambient", 1, 0 );
+ vg_uictx.cursor[1] += 16;
+ ui_slider_vector( &s5 );
+
+ ui_text( vg_uictx.cursor, "Shadows", 1, 0 );
+ vg_uictx.cursor[1] += 16;
+ ui_slider( &s8 );
+ ui_slider( &s9 );
+
+ ui_text( vg_uictx.cursor, "Misc", 1, 0 );
+ vg_uictx.cursor[1] += 16;
struct ui_checkbox c1 = {.data = &wl->g_light_preview};
- ui_checkbox( &ui_global_ctx, &c1 );
+ ui_checkbox( &c1 );
render_update_lighting_ub();
}
//glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
if( cl_ui )
{
- render_world_routes_ui();
+ render_world_routes_ui( world );
}
//glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
audio_debug_soundscapes();
-}
+ render_view_framebuffer_ui();
#if 0
+ player_physics_gui();
+#endif
+}
+
VG_STATIC void run_light_widget( struct light_widget *lw )
{
struct ui_checkbox c1 = { .data=&lw->enabled };
- ui_checkbox( &ui_global_ctx, &c1 );
+ ui_checkbox( &c1 );
if( lw->enabled )
{
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 );
+ ui_slider_vector( &colour );
+ vg_uictx.cursor[1] += 4;
+ ui_slider_vector( &dir );
}
}
-#endif
VG_STATIC void run_debug_info(void)
{
+#if 0
char buf[40];
- snprintf( buf, 40, "%.2fm/s", v3_length( player.phys.rb.v ) );
+ snprintf( buf, 40, "%.2fm/s", v3_length( player.rb.v ) );
ui_text( (ui_px [2]){ 0, 0 }, buf, 1, k_text_align_left );
snprintf( buf, 40, "%.2f %.2f %.2f m/s",
ui_text( (ui_px [2]){ 0, 60 },
"Gamepad not ready", 1, k_text_align_left );
}
+#endif
}