static int sv_scene = 0;
/* Components */
+#define SR_NETWORKED
+
+/* uncomment this to run the game without any graphics being drawn */
+//#define SR_NETWORK_TEST
+
+#include "steam.h"
+#include "network.h"
+
#include "road.h"
#include "scene.h"
#include "ik.h"
void vg_start(void)
{
+ steam_init();
+
vg_convar_push( (struct vg_convar){
.name = "fc",
.data = &freecam,
if( sv_scene == 0 )
{
- character_load( &player.mdl, "ch_outlaw" );
+ character_load( &player.mdl, "ch_default" );
character_init_ragdoll( &player.mdl );
world_load();
reset_player( 1, (const char *[]){ "start" } );
rb_init( &player.rb );
+
+ network_init();
}
else
{
void vg_free(void)
{
+ network_end();
vg_tex2d_free( texture_list, vg_list_size(texture_list) );
+ /* TODO: THE REST OF THE GOD DAMN FREEING STUFF */
+ steam_end();
}
void vg_update(void)
{
+ steam_update();
+
if( sv_scene == 0 )
{
+ network_update();
player_update();
world_update();
//traffic_visualize( world.traffic, world.traffic_count );
gpipeline.fov = freecam? 60.0f: 135.0f; /* 120 */
m4x4_projection( vg_pv, gpipeline.fov,
(float)vg_window_x / (float)vg_window_y,
- 0.1f, 2100.0f );
+ 0.02f, 2100.0f );
m4x4_mul( vg_pv, world_4x4, vg_pv );
/*
* Draw world
*/
-
+
render_world( vg_pv, player.camera );
render_water_texture( player.camera );
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
render_water_surface( vg_pv, player.camera );
- vg_tex2d_bind( &tex_water, 1 );
-
- for( int i=0; i<world.gate_count; i++ )
- {
- render_gate( &world.gates[i], player.camera );
- }
-
+ vg_tex2d_bind( &tex_water, 1 ); /*TODO: ?*/
+ render_world_gates( vg_pv, player.camera );
/* Copy the RGB of what we have into the background buffer */
glBindFramebuffer( GL_READ_FRAMEBUFFER, 0 );
glClearColor( 0.11f, 0.35f, 0.37f, 1.0f );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
+#ifndef SR_NETWORK_TEST
draw_origin_axis();
if( sv_scene == 0 )
{
physics_test_render();
}
+#endif
}
static void run_light_widget( struct light_widget *lw )
}
}
-void vg_ui(void)
+static void run_debug_info(void)
{
- char buf[20];
-
-#if 0
- snprintf( buf, 20, "%.2fm/s", v3_length( player.v ) );
+ char buf[40];
+
+ snprintf( buf, 40, "%.2fm/s", v3_length( player.rb.v ) );
gui_text( (ui_px [2]){ 0, 0 }, buf, 1, k_text_align_left );
- snprintf( buf, 20, "%.2f %.2f %.2f m/s",
+ snprintf( buf, 40, "%.2f %.2f %.2f m/s",
player.a[0], player.a[1], player.a[2] );
gui_text( (ui_px [2]){ 0, 20 }, buf, 1, k_text_align_left );
- snprintf( buf, 20, "pos %.2f %.2f %.2f",
- player.co[0], player.co[1], player.co[2] );
+ snprintf( buf, 40, "pos %.2f %.2f %.2f",
+ player.rb.co[0], player.rb.co[1], player.rb.co[2] );
gui_text( (ui_px [2]){ 0, 40 }, buf, 1, k_text_align_left );
if( vg_gamepad_ready )
{
for( int i=0; i<6; i++ )
{
- snprintf( buf, 20, "%.2f", vg_gamepad.axes[i] );
+ snprintf( buf, 40, "%.2f", vg_gamepad.axes[i] );
gui_text( (ui_px [2]){ 0, (i+3)*20 }, buf, 1, k_text_align_left );
}
}
gui_text( (ui_px [2]){ 0, 60 },
"Gamepad not ready", 1, k_text_align_left );
}
-#endif
-
+}
+
+void vg_ui(void)
+{
if( lightedit )
{
ui_global_ctx.cursor[0] = 10;