/*
- * Copyright (C) Mount0 Software, Harry Godden - All Rights Reserved
+ * Copyright 2021-2022 (C) Mount0 Software, Harry Godden - All Rights Reserved
+ *
+ * module.h structure definitions
+ * module_submodule.h implementation
+ * module_submodule_2.h
*/
#include "common.h"
static int sv_debugcam = 0;
static int lightedit = 0;
static int sv_scene = 0;
+static int cl_ui = 1;
/* Components */
-//#define SR_NETWORKED
+#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 "model.h"
+//#include "road.h"
#include "scene.h"
-#include "ik.h"
+//#include "ik.h"
#include "audio.h"
-#include "terrain.h"
-#include "character.h"
+//#include "terrain.h"
+//#include "character.h"
#include "ragdoll.h"
#include "rigidbody.h"
#include "render.h"
-#include "gate.h"
-#include "water.h"
#include "world.h"
#include "player.h"
#include "shaders/unlit.h"
#include "physics_test.h"
+#include "anim_test.h"
+
+#include "gate.h"
void vg_register(void)
{
shader_vblend_register();
shader_unlit_register();
+ player_register();
world_register();
- character_register();
- water_register();
gate_register();
}
render_init();
gate_init();
world_init();
- character_init();
audio_init();
}
int main( int argc, char *argv[] )
{
+ highscores_init( 2000, 50 );
vg_init( argc, argv, "Voyager Game Engine" );
}
glmesh old_mesh = player.mdl.mesh;
- if( character_load( &player.mdl, argv[0] ) )
+ if( player_load_model( argv[0] ) )
mesh_free( &old_mesh );
return 1;
.persistent = 1
});
+ 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 = "walk_speed",
.data = &k_walkspeed,
.persistent = 1
});
+ vg_convar_push( (struct vg_convar){
+ .name = "run_speed",
+ .data = &k_runspeed,
+ .data_type = k_convar_dtype_f32,
+ .opt_f32 = { .clamp = 0 },
+ .persistent = 1
+ });
+
+ vg_convar_push( (struct vg_convar){
+ .name = "walk_accel",
+ .data = &k_walk_accel,
+ .data_type = k_convar_dtype_f32,
+ .opt_f32 = { .clamp = 0 },
+ .persistent = 1
+ });
+
+ vg_convar_push( (struct vg_convar){
+ .name = "rd_floaty",
+ .data = &k_ragdoll_floatyiness,
+ .data_type = k_convar_dtype_f32,
+ .opt_f32 = { .clamp = 0 },
+ .persistent = 1
+ });
+
+ vg_convar_push( (struct vg_convar){
+ .name = "rd_floatd",
+ .data = &k_ragdoll_floatydrag,
+ .data_type = k_convar_dtype_f32,
+ .opt_f32 = { .clamp = 0 },
+ .persistent = 1
+ });
+
vg_convar_push( (struct vg_convar){
.name = "dt",
.data = &ktimestep,
if( sv_scene == 0 )
{
- character_load( &player.mdl, "ch_default" );
- character_init_ragdoll( &player.mdl );
+ player_load_model( "ch_new" );
world_load();
reset_player( 1, (const char *[]){ "start" } );
- rb_init( &player.rb );
+ rb_init( &player.phys.rb );
network_init();
}
- else
+ else if( sv_scene == 1 )
{
physics_test_start();
}
-
+ else if( sv_scene == 2 )
+ {
+ anim_test_start();
+ }
}
void vg_free(void)
vg_tex2d_free( texture_list, vg_list_size(texture_list) );
/* TODO: THE REST OF THE GOD DAMN FREEING STUFF */
steam_end();
+
+ highscores_serialize_all();
+ highscores_free();
}
void vg_update(void)
{
network_update();
player_update();
- world_update();
+ world_update( player.phys.rb.co );
//traffic_visualize( world.traffic, world.traffic_count );
//
/* TEMP */
{
physics_test_update();
}
+ else if( sv_scene == 2 )
+ {
+ anim_test_update();
+ }
}
static void vg_framebuffer_resize( int w, int h )
static void render_main_game(void)
{
- float speed = freecam? 0.0f: v3_length( player.rb.v );
+ float speed = freecam? 0.0f: v3_length( player.phys.rb.v );
v3f shake = { vg_randf()-0.5f, vg_randf()-0.5f, vg_randf()-0.5f };
v3_muls( shake, speed*0.01f, shake );
m4x4f world_4x4;
m4x3_expand( player.camera_inverse, world_4x4 );
- gpipeline.fov = freecam? 60.0f: 135.0f; /* 120 */
+ gpipeline.fov = freecam? 60.0f: 125.0f; /* 120 */
m4x4_projection( vg_pv, gpipeline.fov,
(float)vg_window_x / (float)vg_window_y,
0.02f, 2100.0f );
/*
* Draw world
*/
+
+ int draw_solid = player.is_dead | freecam;
render_world( vg_pv, player.camera );
+ if( draw_solid )
+ draw_player();
render_water_texture( player.camera );
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
render_water_surface( vg_pv, player.camera );
vg_tex2d_bind( &tex_water, 1 ); /*TODO: ?*/
- render_world_gates( vg_pv, player.camera );
+ render_world_gates( vg_pv, player.phys.rb.co, player.camera );
/* Copy the RGB of what we have into the background buffer */
glBindFramebuffer( GL_READ_FRAMEBUFFER, 0 );
else
glClear( GL_COLOR_BUFFER_BIT );
- if( !player.is_dead )
+ if( !draw_solid )
{
m4x4_projection( vg_pv, gpipeline.fov,
(float)vg_window_x / (float)vg_window_y,
0.01f, 600.0f );
m4x4_mul( vg_pv, world_4x4, vg_pv );
+ draw_player();
}
- draw_player();
/* Draw back in the background
*
{
physics_test_render();
}
+ else if( sv_scene == 2 )
+ {
+ anim_test_render( &tex_characters );
+ }
#endif
}
{
char buf[40];
- snprintf( buf, 40, "%.2fm/s", v3_length( player.rb.v ) );
+ snprintf( buf, 40, "%.2fm/s", v3_length( player.phys.rb.v ) );
gui_text( (ui_px [2]){ 0, 0 }, buf, 1, k_text_align_left );
snprintf( buf, 40, "%.2f %.2f %.2f m/s",
- player.a[0], player.a[1], player.a[2] );
+ player.phys.a[0], player.phys.a[1], player.phys.a[2] );
gui_text( (ui_px [2]){ 0, 20 }, buf, 1, k_text_align_left );
snprintf( buf, 40, "pos %.2f %.2f %.2f",
- player.rb.co[0], player.rb.co[1], player.rb.co[2] );
+ player.phys.rb.co[0], player.phys.rb.co[1], player.phys.rb.co[2] );
gui_text( (ui_px [2]){ 0, 40 }, buf, 1, k_text_align_left );
if( vg_gamepad_ready )
}
//glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
- render_world_routes_ui();
+ if( cl_ui )
+ {
+ render_world_routes_ui();
+ }
//glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
+
+ audio_debug_soundscapes();
+ world_audio_debug();
#if 0
static double last_b_press = 0.0;