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added scene_vert struct, result is good
[carveJwlIkooP6JGAAIwe30JlM.git]
/
skaterift.c
diff --git
a/skaterift.c
b/skaterift.c
index be5d4d699f3cc5859eac179fb6c5bbc3e529fed3..c724906a2a1ff5c88da28825fb169648c8520cc4 100644
(file)
--- a/
skaterift.c
+++ b/
skaterift.c
@@
-22,15
+22,26
@@
#if 0
#include "player.h"
#else
#if 0
#include "player.h"
#else
+
+#include "player.h"
+VG_STATIC player_instance localplayer;
+
+#if 0
+
#include "player_interface.h"
#include "player_device_walk.h"
#include "player_interface.h"
#include "player_device_walk.h"
+#include "player_device_skate.h"
+#include "player_device_dead.h"
#include "player_model.h"
#include "player_model.h"
+
/* temp */
VG_STATIC player_interface localplayer;
/* temp */
VG_STATIC player_interface localplayer;
-VG_STATIC struct player_device_walk localplayer_walk;
+#endif
+
VG_STATIC struct player_avatar localplayer_avatar;
VG_STATIC glmesh localplayer_meshes[3];
VG_STATIC struct player_avatar localplayer_avatar;
VG_STATIC glmesh localplayer_meshes[3];
+vg_tex2d localplayer_texture = { .path = "textures/ch_gradient.qoi" };
#endif
#endif
@@
-48,7
+59,7
@@
static int cl_ui = 1,
int main( int argc, char *argv[] )
{
vg_mem.use_libc_malloc = 0;
int main( int argc, char *argv[] )
{
vg_mem.use_libc_malloc = 0;
- vg_set_mem_quota( 1
28
*1024*1024 );
+ vg_set_mem_quota( 1
60
*1024*1024 );
vg_enter( argc, argv, "Voyager Game Engine" );
return 0;
vg_enter( argc, argv, "Voyager Game Engine" );
return 0;
@@
-64,6
+75,14
@@
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;
VG_STATIC int __respawn( int argc, const char *argv[] )
{
struct respawn_point *rp = NULL, *r;
@@
-112,7
+131,7
@@
VG_STATIC int __respawn( int argc, const char *argv[] )
rp = &world.spawns[0];
}
rp = &world.spawns[0];
}
- player_spawn( &localplayer, rp );
+ player_
_
spawn( &localplayer, rp );
return 1;
}
return 1;
}
@@
-120,6
+139,8
@@
VG_STATIC void vg_preload(void)
{
g_conf_init();
{
g_conf_init();
+ common_var_temp();
+
vg_var_push( (struct vg_var){
.name = "cl_ui",
.data = &cl_ui,
vg_var_push( (struct vg_var){
.name = "cl_ui",
.data = &cl_ui,
@@
-150,6
+171,12
@@
VG_STATIC void vg_preload(void)
//.poll_suggest = reset_player_poll
});
//.poll_suggest = reset_player_poll
});
+ vg_function_push( (struct vg_cmd) {
+ .name = "ded",
+ .function = __kill,
+ //.poll_suggest = reset_player_poll
+ });
+
vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" );
vg_info(" 2021-2022 |\\ /| | / | | | | /| \n" );
vg_info(" | \\ / | +-- / +----- +---' | / | \n" );
vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" );
vg_info(" 2021-2022 |\\ /| | / | | | | /| \n" );
vg_info(" | \\ / | +-- / +----- +---' | / | \n" );
@@
-208,7
+235,7
@@
VG_STATIC void load_playermodels(void)
shader_viewchar_register();
vg_acquire_thread_sync();
{
shader_viewchar_register();
vg_acquire_thread_sync();
{
- vg_tex2d_init( (vg_tex2d *[]){ &
tex_characters
}, 1 );
+ vg_tex2d_init( (vg_tex2d *[]){ &
localplayer_texture
}, 1 );
}
vg_release_thread_sync();
}
}
vg_release_thread_sync();
}
@@
-227,12
+254,12
@@
VG_STATIC void vg_load(void)
vg_loader_step( load_playermodels, NULL );
/* player setup */
vg_loader_step( load_playermodels, NULL );
/* player setup */
- player_interface_create_player( &localplayer );
-
+ player__create( &localplayer );
player_avatar_load( &localplayer_avatar, "models/ch_new.mdl" );
player_avatar_load( &localplayer_avatar, "models/ch_new.mdl" );
- player_use_avatar( &localplayer, &localplayer_avatar );
- player_use_mesh( &localplayer, &localplayer_meshes[0] );
- player_use_device( &localplayer, &player_device_walk, &localplayer_walk );
+ player__use_avatar( &localplayer, &localplayer_avatar );
+ player__use_mesh( &localplayer, &localplayer_meshes[0] );
+ player__use_texture( &localplayer, &localplayer_texture );
+ player__bind( &localplayer );
/* --------------------- */
/* --------------------- */
@@
-273,7
+300,7
@@
VG_STATIC void vg_update(void)
player_update_pre();
#endif
player_update_pre();
#endif
- player_pre_update( &localplayer );
+ player_
_
pre_update( &localplayer );
world_update( localplayer.rb.co );
}
}
world_update( localplayer.rb.co );
}
}
@@
-289,7
+316,7
@@
VG_STATIC void vg_update_fixed(void)
vehicle_update_fixed();
#endif
vehicle_update_fixed();
#endif
- player_update( &localplayer );
+ player_
_
update( &localplayer );
}
}
}
}
@@
-308,7
+335,7
@@
VG_STATIC void vg_update_post(void)
}
#endif
}
#endif
- player_post_update( &localplayer );
+ player_
_
post_update( &localplayer );
#if 0
menu_update();
#if 0
menu_update();
@@
-379,7
+406,7
@@
VG_STATIC void render_player_transparent(void)
/* Draw player to window buffer and blend background ontop */
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
/* Draw player to window buffer and blend background ontop */
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
- player_render( &small_cam, &localplayer );
+ player_
_
render( &small_cam, &localplayer );
}
VG_STATIC void render_scene(void)
}
VG_STATIC void render_scene(void)
@@
-390,7
+417,6
@@
VG_STATIC void render_scene(void)
/* Draw world */
glEnable( GL_DEPTH_TEST );
/* Draw world */
glEnable( GL_DEPTH_TEST );
-
render_world( &main_camera );
render_world( &main_camera );
@@
-398,8
+424,14
@@
VG_STATIC void render_scene(void)
int player_transparent = 1,
player_draw = 1;
int player_transparent = 1,
player_draw = 1;
+#if 0
+ if( (localplayer.subsystem == k_player_subsystem_dead) ||
+ (localplayer.camera_mode == k_cam_thirdperson) )
+ player_transparent = 0;
+#endif
+
if( !player_transparent && player_draw )
if( !player_transparent && player_draw )
- player_render( &main_camera, &localplayer );
+ player_
_
render( &main_camera, &localplayer );
render_water_texture( &main_camera );
render_fb_bind( gpipeline.fb_main );
render_water_texture( &main_camera );
render_fb_bind( gpipeline.fb_main );
@@
-439,7
+471,7
@@
VG_STATIC void render_main_game(void)
* TODO: blend with camera from menu */
/* FIXME: TEMP!! */
* TODO: blend with camera from menu */
/* FIXME: TEMP!! */
- player_pre_render( &localplayer );
+ player_
_
pre_render( &localplayer );
v3_copy( localplayer.cam.pos, main_camera.pos );
v3_copy( localplayer.cam.angles, main_camera.angles );
v3_copy( localplayer.cam.pos, main_camera.pos );
v3_copy( localplayer.cam.angles, main_camera.angles );
@@
-448,6
+480,18
@@
VG_STATIC void render_main_game(void)
main_camera.farz = 2100.0f;
camera_update_transform( &main_camera );
main_camera.farz = 2100.0f;
camera_update_transform( &main_camera );
+
+ if( localplayer.gate_waiting )
+ {
+ m3x3_mul( localplayer.basis_gate, main_camera.transform,
+ main_camera.transform );
+ }
+ else
+ {
+ m3x3_mul( localplayer.basis, main_camera.transform,
+ main_camera.transform );
+ }
+
camera_update_view( &main_camera );
camera_update_projection( &main_camera );
camera_finalize( &main_camera );
camera_update_view( &main_camera );
camera_update_projection( &main_camera );
camera_finalize( &main_camera );
@@
-490,7
+534,7
@@
VG_STATIC void vg_render(void)
VG_STATIC void run_light_widget( struct light_widget *lw );
VG_STATIC void vg_ui(void)
{
VG_STATIC void run_light_widget( struct light_widget *lw );
VG_STATIC void vg_ui(void)
{
- player_ui( &localplayer );
+ player_
_im_g
ui( &localplayer );
#if 0
menu_crap_ui();
#if 0
menu_crap_ui();