.persistent = 1
});
-vg_info(" Copyright . . . -----, ,----- ,---. .---. " );
-vg_info(" 2021-2022 |\\ /| | / | | | | /| " );
-vg_info(" | \\ / | +-- / +----- +---' | / | " );
-vg_info(" | \\ / | | / | | \\ | / | " );
-vg_info(" | \\/ | | / | | \\ | / | " );
+vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" );
+vg_info(" 2021-2022 |\\ /| | / | | | | /| \n" );
+vg_info(" | \\ / | +-- / +----- +---' | / | \n" );
+vg_info(" | \\ / | | / | | \\ | / | \n" );
+vg_info(" | \\/ | | / | | \\ | / | \n" );
vg_info(" ' ' '--' [] '----- '----- ' ' '---' "
- "SOFTWARE" );
+ "SOFTWARE\n" );
highscores_init( 2000, 50 );
vg_loader_highwater( NULL, highscores_save_at_exit, NULL );
{
draw_origin_axis();
network_update();
- player_update();
+ player_update_pre();
world_update( player.phys.rb.co );
}
}
+static void vg_update_fixed( int loaded )
+{
+ if( loaded )
+ {
+ player_update_fixed();
+ }
+}
+
+static void vg_update_post( int loaded )
+{
+ if( loaded )
+ {
+ player_update_post();
+ }
+}
+
static void vg_framebuffer_resize( int w, int h )
{
render_fb_resize();
static void render_main_game(void)
{
- /* TODO Breakup this & Gen */
-#if 0
- 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 );
-#endif
-
m4x4f world_4x4;
m4x3_expand( player.camera_inverse, world_4x4 );
gpipeline.fov = freecam? 60.0f: 125.0f; /* 120 */
- m4x4_projection( vg_pv, gpipeline.fov,
- (float)vg_window_x / (float)vg_window_y,
+ m4x4_projection( vg.pv, gpipeline.fov,
+ (float)vg.window_x / (float)vg.window_y,
0.02f, 2100.0f );
- m4x4_mul( vg_pv, world_4x4, vg_pv );
-
+ m4x4_mul( vg.pv, world_4x4, vg.pv );
glEnable( GL_DEPTH_TEST );
/*
int draw_solid = player.is_dead | freecam;
- render_world( vg_pv, player.camera );
+ 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 );
+ render_water_surface( vg.pv, player.camera );
- render_world_gates( vg_pv, player.phys.rb.co, 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 );
glBindFramebuffer( GL_DRAW_FRAMEBUFFER, gpipeline.fb_background );
- glBlitFramebuffer( 0,0, vg_window_x, vg_window_y,
- 0,0, vg_window_x, vg_window_y,
+ glBlitFramebuffer( 0,0, vg.window_x, vg.window_y,
+ 0,0, vg.window_x, vg.window_y,
GL_COLOR_BUFFER_BIT,
GL_LINEAR );
if( !draw_solid )
{
- m4x4_projection( vg_pv, gpipeline.fov,
- (float)vg_window_x / (float)vg_window_y,
+ 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 );
+ m4x4_mul( vg.pv, world_4x4, vg.pv );
draw_player();
}
void vg_render(void)
{
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
- glViewport( 0,0, vg_window_x, vg_window_y );
+ glViewport( 0,0, vg.window_x, vg.window_y );
glDisable( GL_DEPTH_TEST );
glClearColor( 0.11f, 0.35f, 0.37f, 1.0f );
/* Other shite */
glDisable(GL_BLEND);
glDisable( GL_DEPTH_TEST );
- vg_lines_drawall( (float *)vg_pv );
- glViewport( 0,0, vg_window_x, vg_window_y );
+ vg_lines_drawall( (float *)vg.pv );
+ glViewport( 0,0, vg.window_x, vg.window_y );
}
void vg_ui(void)