X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=skaterift.c;h=a410301d171e836ae82697678606ce19a4941ef2;hb=98b9bcf0e10bc02cf679d03fa269613e140ba878;hp=0b3310ab44781d01dc6ab747cb5c3ae3e8a0aef9;hpb=75703291fbf045008a3b1ebb20fc46a2617b6b3b;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/skaterift.c b/skaterift.c index 0b3310a..a410301 100644 --- a/skaterift.c +++ b/skaterift.c @@ -2,7 +2,7 @@ * ============================================================================= * * Copyright . . . -----, ,----- ,---. .---. - * 2021-2022 |\ /| | / | | | | /| + * 2021-2023 |\ /| | / | | | | /| * | \ / | +-- / +----- +---' | / | * | \ / | | / | | \ | / | * | \/ | | / | | \ | / | @@ -12,22 +12,41 @@ */ #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; @@ -43,22 +62,108 @@ 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) { - 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 = 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 = 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 = "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" ); @@ -80,27 +185,93 @@ 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( 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" ); + + 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) @@ -118,9 +289,14 @@ 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 ); } } @@ -128,7 +304,14 @@ 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 ); } } @@ -136,106 +319,193 @@ 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 ); + +#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); - float fov_target = vg_lerpf( 90.0f, 110.0f, g_fov_option ); + 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 ); + } - if( player.phys.on_board ) - fov_target = vg_lerpf( 97.0f, 135.0f, g_fov_option ); + render_fsquad(); +} - if( cl_menu ) - fov_target = menu_fov_target; +VG_STATIC void render_player_transparent(void) +{ + static camera small_cam; /* DOES NOT NEED TO BE STATIC BUT MINGW + SAIS OTHERWISE */ - fov = vg_lerpf( fov, fov_target, vg.frame_delta * 2.0f ); + m4x3_copy( main_camera.transform, small_cam.transform ); + + small_cam.fov = main_camera.fov; + small_cam.nearz = 0.05f; + small_cam.farz = 60.0f; + + 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 ); +} - 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 - */ - 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) @@ -245,29 +515,35 @@ VG_STATIC void vg_render(void) 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 @@ -279,20 +555,20 @@ 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(); } @@ -301,19 +577,23 @@ VG_STATIC void vg_ui(void) //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 ) { @@ -321,18 +601,18 @@ 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", @@ -356,4 +636,5 @@ VG_STATIC void run_debug_info(void) ui_text( (ui_px [2]){ 0, 60 }, "Gamepad not ready", 1, k_text_align_left ); } +#endif }