static int debugview = 0;
static int sv_debugcam = 0;
static int lightedit = 0;
-static int sv_scene = 1;
+static int sv_scene = 0;
/* Components */
#include "road.h"
#include "shaders/standard.h"
#include "shaders/unlit.h"
-#ifndef VG_RELEASE
#include "physics_test.h"
-#endif
void vg_register(void)
{
static void init_other(void)
{
+ player_init();
render_init();
gate_init();
world_init();
int main( int argc, char *argv[] )
{
- vg_init( argc, argv, "CARBE" );
+ vg_init( argc, argv, "Voyager Game Engine" );
}
static int playermodel( int argc, char const *argv[] )
void vg_start(void)
{
- vg_convar_push( (struct vg_convar){
- .name = "scene",
- .data = &sv_scene,
- .data_type = k_convar_dtype_i32,
- .opt_i32 = { .min=0, .max=1, .clamp=1 },
- .persistent = 1
- });
-
vg_convar_push( (struct vg_convar){
.name = "fc",
.data = &freecam,
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 );
{
m4x4_projection( vg_pv, gpipeline.fov,
(float)vg_window_x / (float)vg_window_y,
- 0.01f, 100.0f );
+ 0.04f, 600.0f );
m4x4_mul( vg_pv, world_4x4, vg_pv );
}
draw_player();