X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=skaterift.c;h=518ac439995c8dd39c42764e4217b9ae4161ebd6;hb=23ef4d7f6bfe6a5a91c78822b081a9ea63cb74a6;hp=e1056218848286f9cec80ad27cad9dc3b6f02de7;hpb=859f92700a49095740474842730af9ede3430c3b;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/skaterift.c b/skaterift.c index e105621..518ac43 100644 --- a/skaterift.c +++ b/skaterift.c @@ -2,63 +2,156 @@ * ============================================================================= * * Copyright . . . -----, ,----- ,---. .---. - * 2021-2022 |\ /| | / | | | | /| + * 2021-2023 |\ /| | / | | | | /| * | \ / | +-- / +----- +---' | / | * | \ / | | / | | \ | / | * | \/ | | / | | \ | / | * ' ' '--' [] '----- '----- ' ' '---' SOFTWARE * * ============================================================================= - * - * register: shader register & init scheduling - * init: initialization - * update: logic - * render: graphics - * free: resource free - * */ -#define VG_3D -#define VG_STATIC static -//#define VG_STATIC - -//#define VG_MINIMAL_TEST -#ifndef VG_MINIMAL_TEST - #define SR_NETWORKED - #include "common.h" +#include "conf.h" #include "steam.h" #include "render.h" #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_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_avatar localplayer_avatar; +VG_STATIC glmesh localplayer_meshes[3]; + +#endif + #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_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 void vg_launch_opt(void) +{ + +} + +VG_STATIC int __respawn( int argc, const char *argv[] ) +{ + struct respawn_point *rp = NULL, *r; + + if( argc == 1 ) + { + for( int i=0; iname, 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; ico, 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_convar_push( (struct vg_convar){ + 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_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_info(" Copyright . . . -----, ,----- ,---. .---. \n" ); @@ -73,35 +166,95 @@ vg_info(" ' ' '--' [] '----- '----- ' ' '---' " 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_viewchar_register(); + vg_acquire_thread_sync(); + { + vg_tex2d_init( (vg_tex2d *[]){ &tex_characters }, 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_interface_create_player( &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 ); + + /* --------------------- */ 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, "models/mp_dev.mdl" ); + strcpy( world.world_name, "maps/mp_mtzero.mdl" ); + strcpy( world.world_name, "maps/mp_gridmap.mdl" ); world_load(); 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) @@ -111,194 +264,248 @@ 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( 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) +{ + glBindFramebuffer( GL_FRAMEBUFFER, 0 ); + + 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 ); + } + + render_fsquad(); +} + +VG_STATIC void render_player_transparent(void) { - m4x4f world_4x4; - m4x3_expand( camera_mtx_inverse, world_4x4 ); + static camera small_cam; /* DOES NOT NEED TO BE STATIC BUT MINGW + SAIS OTHERWISE */ - static float fov = 97.0f; + m4x3_copy( main_camera.transform, small_cam.transform ); - float fov_target = 108.0f; - if( player.phys.on_board ) - fov_target = 125.0f; + small_cam.fov = main_camera.fov; + small_cam.nearz = 0.05f; + small_cam.farz = 60.0f; - if( cl_menu ) - fov_target = menu_fov_target; + camera_update_view( &small_cam ); + camera_update_projection( &small_cam ); + camera_finalize( &small_cam ); - fov = vg_lerpf( fov, fov_target, vg.frame_delta * 2.0f ); + /* Draw player to window buffer and blend background ontop */ + glBindFramebuffer( GL_FRAMEBUFFER, 0 ); + player_render( &small_cam, &localplayer ); +} - 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 ); +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 - */ + render_world( &main_camera ); - int draw_solid = player.is_dead | freecam; - - render_world( vg.pv, camera_mtx ); - if( draw_solid ) - draw_player( camera_mtx ); - render_water_texture( camera_mtx ); - glBindFramebuffer( GL_FRAMEBUFFER, 0 ); - render_water_surface( vg.pv, camera_mtx ); - render_world_gates( vg.pv, player.phys.rb.co, camera_mtx ); + int player_transparent = 1, + player_draw = 1; + + if( !player_transparent && player_draw ) + player_render( &main_camera, &localplayer ); + + render_water_texture( &main_camera ); + render_fb_bind( gpipeline.fb_main ); + render_water_surface( &main_camera ); + render_world_gates( &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 ) - { - glClear( GL_DEPTH_BUFFER_BIT ); - menu_render( vg.pv ); - } - - /* 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 ); + fov_target = menu_fov_target; + fov = vg_lerpf( fov, fov_target, vg.frame_delta * 2.0f ); + fov = freecam? 60.0f: fov; - if( !player.is_dead ) - glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT ); - else - glClear( GL_COLOR_BUFFER_BIT ); - - if( !draw_solid ) + 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 ); + camera_update_view( &main_camera ); + camera_update_projection( &main_camera ); + camera_finalize( &main_camera ); + + /* ========== Begin Frame ========== */ + + render_scene(); + present_view_with_post_processing(); + +#if 0 + if( cl_menu ) { - 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 ); + render_menu(); + render_player_transparent(); } +#endif - /* 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 ); - - render_fsquad(); + /* =========== 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_ui( &localplayer ); + #if 0 - if( cl_menu ) - { - ui_rect menu = - { - vg.window_x / 2 - 150, - vg.window_y / 2 - 50, - 300, - 130 - }; - - ui_fill_rect( &ui_global_ctx, menu, 0xa0000000 ); - - ui_text( &ui_global_ctx, (ui_rect){ menu[0]+menu[2]/2,menu[1]+6, 0, 0 }, - steam_username_at_startup, - 1, k_text_align_center ); - menu[1] += 24; - menu[3] -= 30; - - ui_rect_pad( menu, 8 ); - ui_fill_rect( &ui_global_ctx, menu, 0x90ffffff ); - ui_rect_pad( menu, 2 ); - ui_fill_rect( &ui_global_ctx, menu, 0xa0000000 ); - - menu[1] += 32; - ui_text( &ui_global_ctx, (ui_rect){ menu[0]+menu[2]/2,menu[1], 0, 0 }, - "Exit", 2, k_text_align_center ); - - if( vg_get_button_down( "jump" ) ) - { - glfwSetWindowShouldClose( vg.window, 1 ); - } - } - - if( lightedit ) + menu_crap_ui(); +#endif + + 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 @@ -310,24 +517,23 @@ VG_STATIC void vg_ui(void) 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(); } -#endif //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE ); if( cl_ui ) @@ -337,14 +543,18 @@ VG_STATIC void vg_ui(void) //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 ) { @@ -352,18 +562,18 @@ VG_STATIC void run_light_widget( struct light_widget *lw ) 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", @@ -374,11 +584,11 @@ VG_STATIC void run_debug_info(void) 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.gamepad_ready ) + if( vg_input.controller_handle ) { - for( int i=0; i<6; i++ ) + for( int i=0; i