X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=skaterift.c;h=eb69bc7c18a1af50a71d3a9001044a3dcc9b8c3f;hb=6b9993651343af73bd48e2213910bbaadb41edaf;hp=5f782d70877f5eca72cdd935554a331042e717b9;hpb=6d98c1e42c1617a8a426f9f0c0df99b75725b486;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/skaterift.c b/skaterift.c index 5f782d7..eb69bc7 100644 --- a/skaterift.c +++ b/skaterift.c @@ -2,7 +2,7 @@ * ============================================================================= * * Copyright . . . -----, ,----- ,---. .---. - * 2021-2022 |\ /| | / | | | | /| + * 2021-2023 |\ /| | / | | | | /| * | \ / | +-- / +----- +---' | / | * | \ / | | / | | \ | / | * | \/ | | / | | \ | / | @@ -12,57 +12,55 @@ */ #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 struct player_avatar localplayer_avatar; +VG_STATIC glmesh localplayer_meshes[3]; +vg_tex2d localplayer_texture = { .path = "textures/ch_gradient.qoi" }; + #include "network.h" #include "menu.h" - -static int cl_ui = 1; +#include "vehicle.h" + +#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( 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 void vg_launch_opt(void) { - } VG_STATIC void vg_preload(void) { - vg_convar_push( (struct vg_convar){ - .name = "cl_ui", - .data = &cl_ui, - .data_type = k_convar_dtype_i32, - .opt_i32 = { .min=0, .max=1, .clamp=1 }, - .persistent = 1 - }); - - 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 - }); + g_conf_init(); vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" ); -vg_info(" 2021-2022 |\\ /| | / | | | | /| \n" ); +vg_info(" 2021-2023 |\\ /| | / | | | | /| \n" ); vg_info(" | \\ / | +-- / +----- +---' | / | \n" ); vg_info(" | \\ / | | / | | \\ | / | \n" ); vg_info(" | \\/ | | / | | \\ | / | \n" ); @@ -73,36 +71,118 @@ 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 ); + +#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", vg_mem.scratch ); + mdl_load_metadata_block( &ctx_default, vg_mem.scratch ); + mdl_load_mesh_block( &ctx_default, vg_mem.scratch ); + mdl_close( &ctx_default ); + + mdl_open( &ctx_outlaw, "models/ch_outlaw.mdl", vg_mem.scratch ); + mdl_load_metadata_block( &ctx_outlaw, vg_mem.scratch ); + mdl_load_mesh_block( &ctx_outlaw, vg_mem.scratch ); + mdl_close( &ctx_outlaw ); + + mdl_open( &ctx_jordan, "models/ch_jordan.mdl", vg_mem.scratch ); + mdl_load_metadata_block( &ctx_jordan, vg_mem.scratch ); + mdl_load_mesh_block( &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(); +} + +void temp_update_playermodel(void){ + player__use_mesh( &localplayer, &localplayer_meshes[cl_playermdl_id] ); } 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( 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( 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[cl_playermdl_id] ); + player__use_texture( &localplayer, &localplayer_texture ); + player__bind( &localplayer ); + + /* --------------------- */ vg_bake_shaders(); - vg_loader_highwater( audio_init, audio_free, NULL ); - world_audio_init(); + vg_loader_step( audio_init, audio_free ); /* '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( 0, "maps/mp_spawn.mdl" ); + world_load( 1, "maps/mp_mtzero.mdl" ); + +#if 0 + world_load( &world_global.worlds[1], "maps/mp_gridmap.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) { - reset_player( 1, (const char *[]){ "start" } ); + localplayer.viewable_world = get_active_world(); + localplayer_cmd_respawn( 1, (const char *[]){ "start" } ); } VG_STATIC void draw_origin_axis(void) @@ -112,250 +192,294 @@ 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(); + + player__pre_update( &localplayer ); - player_update_pre(); - world_update( player.phys.rb.co ); + world_update( get_active_world(), localplayer.rb.co ); + audio_ambient_sprites_update( get_active_world(), localplayer.rb.co ); } } -VG_STATIC void vg_update_fixed( int loaded ) +VG_STATIC void vg_update_fixed(void) { - if( loaded ) - { - player_update_fixed(); + if( vg.is_loaded ){ + 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 + } } -VG_STATIC void vg_update_post( int loaded ) +VG_STATIC void vg_update_post(void) { - if( loaded ) - { - player_update_post(); + if( vg.is_loaded ){ + 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 ); + } + + v3_copy( localplayer.rb.v, vg_audio.external_lister_velocity ); + audio_unlock(); + 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 } } 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 ); + glViewport( 0,0, vg.window_x, vg.window_y ); - 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 ); + v2f inverse; + render_fb_inverse_ratio( gpipeline.fb_main, inverse ); - if( player.phys.on_board ) - fov_target = vg_lerpf( 97.0f, 135.0f, 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)); + shader_blitblur_uInverseRatio( inverse ); - if( cl_menu ) - fov_target = menu_fov_target; + v2f menu_blurring; + v2_muls( (v2f){ 0.04f, 0.001f }, menu_opacity, menu_blurring ); + shader_blitblur_uOverrideDir( menu_blurring ); - fov = vg_lerpf( fov, fov_target, vg.frame_delta * 2.0f ); + 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 ); + shader_blit_uInverseRatio( inverse ); + render_fb_bind_texture( gpipeline.fb_main, 0, 0 ); + } - 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 ); + render_fsquad(); +} - m4x4_mul( vg.pv, world_4x4, vg.pv ); - glEnable( GL_DEPTH_TEST ); - - /* - * Draw world - */ +VG_STATIC void render_player_transparent(void) +{ + static camera small_cam; /* DOES NOT NEED TO BE STATIC BUT MINGW + SAIS OTHERWISE */ - int draw_solid = player.is_dead | freecam; - render_world( vg.pv, camera_mtx ); + m4x3_copy( main_camera.transform, small_cam.transform ); - if( draw_solid ) - draw_player( camera_mtx ); + small_cam.fov = main_camera.fov; + small_cam.nearz = 0.05f; + small_cam.farz = 60.0f; - render_water_texture( camera_mtx ); + 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 ); - render_water_surface( vg.pv, camera_mtx ); - render_world_gates( vg.pv, player.phys.rb.co, camera_mtx ); + glViewport( 0,0, vg.window_x, vg.window_y ); + player__render( &small_cam, &localplayer ); +} - 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 ); +VG_STATIC void render_scene(void) +{ + 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 ); - 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 ); + /* Draw world */ + glEnable( GL_DEPTH_TEST ); + + world_instance *view_world = localplayer.viewable_world; + + 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; } - /* 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 ); + world_prerender( view_world ); + render_world( view_world, &main_camera, 0 ); - render_fsquad(); + render_water_texture( view_world, &main_camera, 0 ); + render_fb_bind( gpipeline.fb_main, 1 ); + render_water_surface( view_world, &main_camera ); } -VG_STATIC void vg_render(void) +VG_STATIC void render_scene_gate_subview(void) { - glBindFramebuffer( GL_FRAMEBUFFER, 0 ); - glViewport( 0,0, vg.window_x, vg.window_y ); - glDisable( GL_DEPTH_TEST ); + render_fb_bind( gpipeline.fb_main, 1 ); + world_instance *view_world = localplayer.viewable_world; - glClearColor( 0.11f, 0.35f, 0.37f, 1.0f ); - glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT ); - - render_main_game(); - - - /* Other shite */ - glDisable(GL_BLEND); - glDisable( GL_DEPTH_TEST ); - vg_lines_drawall( (float *)vg.pv ); - glViewport( 0,0, vg.window_x, vg.window_y ); + int depth = 1; + if( localplayer.gate_waiting ) depth = 0; + render_world_gates( view_world, &main_camera, depth ); } -VG_STATIC void vg_ui(void) +VG_STATIC void render_main_game(void) { - menu_crap_ui(); - #if 0 - if( lightedit ) - { - ui_global_ctx.cursor[0] = 10; - ui_global_ctx.cursor[1] = 10; - ui_global_ctx.cursor[2] = 200; - ui_global_ctx.cursor[3] = 20; + static float fov = 60.0f; + float fov_target = vg_lerpf( 90.0f, 110.0f, cl_fov ); - 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 }; + if( player.controller == k_player_controller_skate ) + fov_target = vg_lerpf( 97.0f, 135.0f, cl_fov ); - 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 }; + if( cl_menu ) + fov_target = menu_fov_target; + fov = vg_lerpf( fov, fov_target, vg.frame_delta * 2.0f ); + fov = freecam? 60.0f: fov; - for( int i=0; i<3; i++ ) - run_light_widget( &gpipeline.widgets[i] ); + main_camera.fov = fov; +#endif + + player__pre_render( &localplayer ); - gui_text( ui_global_ctx.cursor, "Ambient", 1, 0 ); - ui_global_ctx.cursor[1] += 16; - ui_slider_vector( &ui_global_ctx, &s5 ); + 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 ); - 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 ); + main_camera.fov = vg_lerpf( localplayer.cam.fov, menu_smooth_fov, + menu_opacity ); + main_camera.nearz = 0.1f; + main_camera.farz = 2100.0f; - gui_text( ui_global_ctx.cursor, "Misc", 1, 0 ); - ui_global_ctx.cursor[1] += 16; - struct ui_checkbox c1 = {.data = &wl->g_light_preview}; - ui_checkbox( &ui_global_ctx, &c1 ); + camera_update_transform( &main_camera ); - render_update_lighting_ub(); + if( localplayer.gate_waiting ){ + m3x3_mul( localplayer.basis_gate, main_camera.transform, + main_camera.transform ); } -#endif - - //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE ); - if( cl_ui ) - { - render_world_routes_ui(); + else{ + m3x3_mul( localplayer.basis, main_camera.transform, + main_camera.transform ); } - //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); - audio_debug_soundscapes(); -} + camera_update_view( &main_camera ); + camera_update_projection( &main_camera ); + camera_finalize( &main_camera ); -#if 0 -VG_STATIC void run_light_widget( struct light_widget *lw ) -{ - struct ui_checkbox c1 = { .data=&lw->enabled }; + /* ========== Begin Frame ========== */ - ui_checkbox( &ui_global_ctx, &c1 ); - - 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 }; + render_scene(); - ui_slider_vector( &ui_global_ctx, &colour ); - ui_global_ctx.cursor[1] += 4; - ui_slider_vector( &ui_global_ctx, &dir ); + if( cl_menu ) { + //glClear( GL_DEPTH_BUFFER_BIT ); + menu_render_bg(); + glEnable( GL_DEPTH_TEST ); } + + render_player_transparent(); + render_scene_gate_subview(); + + present_view_with_post_processing(); + + if( cl_menu ) + menu_render_fg( &main_camera ); + + /* =========== End Frame =========== */ } -#endif -VG_STATIC void run_debug_info(void) +VG_STATIC void vg_render(void) { - char buf[40]; - - snprintf( buf, 40, "%.2fm/s", v3_length( player.phys.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 ); + glBindFramebuffer( GL_FRAMEBUFFER, 0 ); - 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 ); + glViewport( 0,0, vg.window_x, vg.window_y ); + glDisable( GL_DEPTH_TEST ); - if( vg_input.controller_handle ) - { - for( int i=0; i