X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=skaterift.c;h=2879ef9d117e43cd37443fc6c95904670d56e421;hb=bc40c302f1b8313bdd3c773fcfa2f850511c4634;hp=a410301d171e836ae82697678606ce19a4941ef2;hpb=98b9bcf0e10bc02cf679d03fa269613e140ba878;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/skaterift.c b/skaterift.c index a410301..2879ef9 100644 --- a/skaterift.c +++ b/skaterift.c @@ -11,44 +11,44 @@ * ============================================================================= */ +#include "skaterift_imgui_dev.c" + +#if 0 + #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 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 "entity.c" +VG_STATIC struct player_avatar localplayer_avatar; +VG_STATIC struct player_model localplayer_models[3]; +VG_STATIC int skaterift_status = 0; #include "network.h" - -#if 0 #include "menu.h" -#endif #include "vehicle.h" -static int cl_ui = 1, - cl_view_id = 0, - cl_light_edit = 0; +#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( 160*1024*1024 ); vg_enter( argc, argv, "Voyager Game Engine" ); - return 0; } @@ -59,115 +59,14 @@ VG_STATIC void highscores_save_at_exit(void) 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; ispawn_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; ispawn_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, - .data_type = k_var_dtype_i32, - .opt_i32 = { .min=0, .max=1, .clamp=1 }, - .persistent = 0 - }); - - 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" ); -vg_info(" 2021-2022 |\\ /| | / | | | | /| \n" ); +vg_info(" 2021-2023 |\\ /| | / | | | | /| \n" ); vg_info(" | \\ / | +-- / +----- +---' | / | \n" ); vg_info(" | \\ / | | / | | \\ | / | \n" ); vg_info(" | \\/ | | / | | \\ | / | \n" ); @@ -183,61 +82,59 @@ vg_info(" ' ' '--' [] '----- '----- ' ' '---' " 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" ); - 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 ); + player_model_load( &localplayer_models[0], "models/ch_new.mdl" ); + player_model_load( &localplayer_models[1], "models/ch_outlaw.mdl" ); + player_model_load( &localplayer_models[2], "models/ch_jordan.mdl" ); - 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(); + /* load default board */ +#if 0 + player_board_load( &localplayer_boards[0], + "models/boards/skaterift_fish.mdl" ); +#endif /* FIXME: hack */ shader_model_character_view_register(); - vg_acquire_thread_sync(); - { - vg_tex2d_init( (vg_tex2d *[]){ &localplayer_texture }, 1 ); - } - vg_release_thread_sync(); + shader_model_board_view_register(); + shader_model_entity_register(); +} + +void temp_update_playermodel(void){ + player__use_model( &localplayer, &localplayer_models[cl_playermdl_id] ); +} + +VG_STATIC void async_skaterift_complete( void *payload, u32 size ) +{ + skaterift_status = 1; + + localplayer.viewable_world = get_active_world(); + localplayer_cmd_respawn( 1, (const char *[]){ "start" } ); } 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_model_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( skateshop_init, NULL ); /* ----------------- */ vg_loader_step( load_playermodels, NULL ); @@ -246,32 +143,35 @@ VG_STATIC void vg_load(void) 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__use_model( &localplayer, &localplayer_models[cl_playermdl_id] ); + //localplayer.board = &localplayer_boards[0]; player__bind( &localplayer ); /* --------------------- */ vg_bake_shaders(); vg_loader_step( audio_init, audio_free ); - world_audio_init(); /* 'systems' are completely loaded now */ /* load home world */ - world_load( &world_global.worlds[0], "maps/mp_home.mdl" ); +#if 1 + world_load( 0, "maps/mp_spawn.mdl" ); +#else + world_load( 0, "maps/mp_mtzero.mdl" ); +#endif + +#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_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) -{ - __respawn( 1, (const char *[]){ "start" } ); + vg_async_call( async_skaterift_complete, NULL, 0 ); } VG_STATIC void draw_origin_axis(void) @@ -285,56 +185,95 @@ VG_STATIC void vg_update(void) { steam_update(); - if( vg.is_loaded ) - { + skaterift_preupdate_inputs(); + + if( skaterift_status == 1 ){ draw_origin_axis(); network_update(); -#if 0 - if( !gzoomer.inside ) - player_update_pre(); -#endif - player__pre_update( &localplayer ); + global_skateshop_preupdate(); + world_update( get_active_world(), localplayer.rb.co ); + audio_ambient_sprites_update( get_active_world(), localplayer.rb.co ); + //gui_helper_action( localplayer.input_use, "\x7f Hello \x1f""A \x1e\x84" ); } } VG_STATIC void vg_update_fixed(void) { - if( vg.is_loaded ) - { -#if 0 - if( !gzoomer.inside ) - player_update_fixed(); + if( skaterift_status == 1 ){ + 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; jrb_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 - player__update( &localplayer ); } } VG_STATIC void vg_update_post(void) { - if( vg.is_loaded ) - { -#if 0 - if( gzoomer.inside ) - { - vehicle_camera(); - } - else - { - player_update_post(); + if( skaterift_status == 1 ){ + 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 ); } -#endif - player__post_update( &localplayer ); + v3_copy( localplayer.rb.v, vg_audio.external_lister_velocity ); + audio_unlock(); -#if 0 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 } } @@ -347,37 +286,35 @@ VG_STATIC void vg_framebuffer_resize( int w, int h ) 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); - if( cl_blur ) - { + v2f inverse; + render_fb_inverse_ratio( gpipeline.fb_main, inverse ); + + 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_uBlurStrength( cl_blur_strength / + (vg.time_frame_delta*60.0) ); + shader_blitblur_uInverseRatio( inverse ); 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 ); + v2_muls( (v2f){ 0.04f, 0.001f }, menu_opacity, 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, 0, 0 ); render_fb_bind_texture( gpipeline.fb_main, 1, 1 ); } - else - { + else{ shader_blit_use(); shader_blit_uTexMain( 0 ); + shader_blit_uInverseRatio( inverse ); render_fb_bind_texture( gpipeline.fb_main, 0, 0 ); } @@ -401,12 +338,13 @@ VG_STATIC void render_player_transparent(void) /* Draw player to window buffer and blend background ontop */ glBindFramebuffer( GL_FRAMEBUFFER, 0 ); + 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 ); + 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 ); @@ -414,36 +352,29 @@ VG_STATIC void render_scene(void) glEnable( GL_DEPTH_TEST ); world_instance *view_world = localplayer.viewable_world; - 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 ); + 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 ); - render_fb_bind( gpipeline.fb_main ); + render_water_texture( view_world, &main_camera, 0 ); + render_fb_bind( gpipeline.fb_main, 1 ); 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) +VG_STATIC void render_scene_gate_subview(void) { - glClear( GL_DEPTH_BUFFER_BIT ); -#if 0 - menu_render( &main_camera ); -#endif + 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) @@ -463,31 +394,36 @@ VG_STATIC void render_main_game(void) 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; + 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.fov = vg_lerpf( main_camera.fov, 90.0f, + global_skateshop.factive ); main_camera.nearz = 0.1f; main_camera.farz = 2100.0f; camera_update_transform( &main_camera ); - if( localplayer.gate_waiting ) - { + if( localplayer.gate_waiting ){ m3x3_mul( localplayer.basis_gate, main_camera.transform, main_camera.transform ); } - else - { + 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 ); @@ -495,21 +431,31 @@ VG_STATIC void render_main_game(void) /* ========== Begin Frame ========== */ render_scene(); - present_view_with_post_processing(); -#if 0 - if( cl_menu ) - { - render_menu(); - render_player_transparent(); + if( cl_menu ) { + //glClear( GL_DEPTH_BUFFER_BIT ); + menu_render_bg(); + glEnable( GL_DEPTH_TEST ); } -#endif + + render_player_transparent(); + render_scene_gate_subview(); + + present_view_with_post_processing(); + + if( cl_menu ) + menu_render_fg( &main_camera ); /* =========== End Frame =========== */ } VG_STATIC void vg_render(void) { + if( skaterift_status == 0 ){ + _vg_loader_render(); + return; + } + glBindFramebuffer( GL_FRAMEBUFFER, 0 ); glViewport( 0,0, vg.window_x, vg.window_y ); @@ -519,122 +465,30 @@ 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 ); + glDisable(GL_DEPTH_TEST); + vg_lines_drawall(); glViewport( 0,0, vg.window_x, vg.window_y ); + gui_draw(); } -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; - 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 - 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] ); - - 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( &c1 ); - - render_update_lighting_ub(); - } -#endif - - //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE ); - if( cl_ui ) - { - render_world_routes_ui( world ); + if( skaterift_status == 0 ){ + return; } - //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); - - audio_debug_soundscapes(); - render_view_framebuffer_ui(); #if 0 - player_physics_gui(); + player__im_gui( &localplayer ); #endif -} - -VG_STATIC void run_light_widget( struct light_widget *lw ) -{ - struct ui_checkbox c1 = { .data=&lw->enabled }; - - ui_checkbox( &c1 ); + world_instance *world = get_active_world(); + menu_crap_ui(); - 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( &colour ); - vg_uictx.cursor[1] += 4; - ui_slider_vector( &dir ); - } + render_view_framebuffer_ui(); } -VG_STATIC void run_debug_info(void) -{ -#if 0 - char buf[40]; - - 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", - 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