audio occlusion
[carveJwlIkooP6JGAAIwe30JlM.git] / main.c
diff --git a/main.c b/main.c
index 76d06f60a3696a91fa60e698e86904b7fc173a83..266e080803cc4b50190e795b33eb39854151d0cd 100644 (file)
--- a/main.c
+++ b/main.c
@@ -18,6 +18,7 @@ static int debugview = 0;
 static int sv_debugcam = 0;
 static int lightedit = 0;
 static int sv_scene = 0;
+static int cl_ui = 1;
 
 /* Components */
 //#define SR_NETWORKED
@@ -138,6 +139,14 @@ void vg_start(void)
       .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,
@@ -146,6 +155,38 @@ void vg_start(void)
       .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,
@@ -277,9 +318,12 @@ static void render_main_game(void)
    /* 
     * Draw world
     */
+
+   int draw_solid = player.is_dead | freecam;
    
-   draw_player();
    render_world( vg_pv, player.camera );
+   if( draw_solid )
+      draw_player();
    render_water_texture( player.camera );
 
    glBindFramebuffer( GL_FRAMEBUFFER, 0 );
@@ -305,14 +349,14 @@ static void render_main_game(void)
    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
     *
@@ -451,8 +495,13 @@ void vg_ui(void)
    }
    
    //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();
 
 #if 0
    static double last_b_press = 0.0;