some audio things
[carveJwlIkooP6JGAAIwe30JlM.git] / skaterift.c
index 130bedfe14716564cb17662aa6e2f3d24bb4b75b..e0d8a316aad848bd3d22a220f354698cb0333330 100644 (file)
 #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,
@@ -30,7 +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;
@@ -46,10 +62,74 @@ 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;
+
+   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)
 {
    g_conf_init();
 
+   common_var_temp();
+
    vg_var_push( (struct vg_var){
       .name = "cl_ui",
       .data = &cl_ui,
@@ -74,6 +154,18 @@ VG_STATIC void vg_preload(void)
       .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" );
 vg_info(" 2021-2022  |\\      /| |           /  |      |    | |    /| \n" );
 vg_info("            | \\    / | +--        /   +----- +---'  |   / | \n" );
@@ -93,28 +185,95 @@ vg_info("            '        ' '--' [] '----- '----- '     ' '---'  "
    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_step( render_init, NULL );
-   vg_loader_step( menu_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_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_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_home.mdl" );
+
+#if 0
+   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 );
+#endif
+
    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)
@@ -132,9 +291,14 @@ VG_STATIC void vg_update(void)
    {
       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 );
    }
 }
 
@@ -142,8 +306,14 @@ VG_STATIC void vg_update_fixed(void)
 {
    if( vg.is_loaded )
    {
-      player_update_fixed();
+#if 0
+      if( !gzoomer.inside )
+         player_update_fixed();
+
       vehicle_update_fixed();
+#endif
+
+      player__update( &localplayer );
    }
 }
 
@@ -151,9 +321,31 @@ VG_STATIC void vg_update_post(void)
 {
    if( vg.is_loaded )
    {
-      player_update_post();
+#if 0
+      if( gzoomer.inside )
+      {
+         vehicle_camera();
+      }
+      else
+      {
+         player_update_post();
+      }
+#endif
+
+      player__post_update( &localplayer );
+
+      /* FIXME: TEMP */
+      audio_lock();
+      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 );
+      audio_unlock();
+
+#if 0
       menu_update();
       vehicle_update_post();
+#endif
    }
 }
 
@@ -179,7 +371,8 @@ VG_STATIC void present_view_with_post_processing(void)
       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 }, 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 )
@@ -217,32 +410,39 @@ VG_STATIC void render_player_transparent(void)
    camera_finalize( &small_cam );
 
    /* Draw player to window buffer and blend background ontop */
-
    glBindFramebuffer( GL_FRAMEBUFFER, 0 );
-   draw_player( &small_cam );
+   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 );
+   glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
 
    /* Draw world */
    glEnable( GL_DEPTH_TEST );
 
-   render_world( &main_camera );
+   world_instance *view_world = localplayer.viewable_world;
+   render_world( view_world, &main_camera );
 
-   int player_transparent = !(player.is_dead || freecam),
-       player_draw        = !cl_menu;
+   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 )
-      draw_player( &main_camera );
+      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();
@@ -251,24 +451,53 @@ VG_STATIC void render_scene(void)
 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.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
+
+   /* 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 )
+   {
+      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 );
@@ -278,11 +507,13 @@ VG_STATIC void render_main_game(void)
    render_scene();
    present_view_with_post_processing();
 
+#if 0
    if( cl_menu ) 
    {
       render_menu();
       render_player_transparent();
    }
+#endif
 
    /* =========== End Frame =========== */
 }
@@ -298,19 +529,27 @@ 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__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;
@@ -345,17 +584,21 @@ VG_STATIC void vg_ui(void)
 
       render_update_lighting_ub();
    }
+#endif
    
    //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 )
@@ -378,9 +621,10 @@ VG_STATIC void run_light_widget( struct light_widget *lw )
 
 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", 
@@ -404,4 +648,5 @@ VG_STATIC void run_debug_info(void)
       ui_text( (ui_px [2]){ 0, 60 }, 
             "Gamepad not ready", 1, k_text_align_left );
    }
+#endif
 }