#include "world.h"
#include "player.h"
#include "network.h"
+#include "menu.h"
-static int cl_ui = 1,
- cl_menu = 0;
+static int cl_ui = 1;
int main( int argc, char *argv[] )
{
"SOFTWARE\n" );
highscores_init( 2000, 50 );
+ if( !highscores_read() )
+ highscores_create_db();
+
vg_loader_highwater( NULL, highscores_save_at_exit, NULL );
vg_sleep_ms(200);
steam_init();
vg_loader_highwater( NULL, steam_end, NULL );
-
vg_loader_highwater( network_init, network_end, NULL );
}
void vg_load(void)
{
vg_loader_highwater( render_init, render_free, NULL );
+ vg_loader_highwater( menu_init, menu_free, NULL );
vg_loader_highwater( world_init, world_free, NULL );
vg_loader_highwater( player_init, NULL, NULL );
static void vg_start(void)
{
- player_load_model( "ch_new" );
+ player_load_model( "ch_jordan", 0 );
reset_player( 1, (const char *[]){ "start" } );
}
{
draw_origin_axis();
network_update();
+
player_update_pre();
world_update( player.phys.rb.co );
}
-
- if( vg_get_button_down( "menu" ) )
- {
- cl_menu = !cl_menu;
- }
}
static void vg_update_fixed( int loaded )
if( loaded )
{
player_update_post();
+ menu_update();
}
}
static void render_main_game(void)
{
m4x4f world_4x4;
- m4x3_expand( player.camera_inverse, world_4x4 );
+ m4x3_expand( camera_mtx_inverse, world_4x4 );
static float fov = 97.0f;
- float fov_target = player.phys.on_board? 125.0f: 108.0f;
- fov = vg_lerpf( fov, fov_target, vg.time_delta * 2.0f );
+
+ float fov_target = 108.0f;
+ if( player.phys.on_board )
+ fov_target = 125.0f;
+
+ if( cl_menu )
+ fov_target = menu_fov_target;
+
+ fov = vg_lerpf( fov, fov_target, vg.frame_delta * 2.0f );
gpipeline.fov = freecam? 60.0f: fov; /* 120 */
m4x4_projection( vg.pv, gpipeline.fov,
(float)vg.window_x / (float)vg.window_y,
- 0.02f, 2100.0f );
+ 0.1f, 2100.0f );
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, camera_mtx );
if( draw_solid )
- draw_player();
- render_water_texture( player.camera );
+ draw_player( camera_mtx );
+
+ render_water_texture( camera_mtx );
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
- render_water_surface( vg.pv, player.camera );
+ render_water_surface( vg.pv, camera_mtx );
+ render_world_gates( vg.pv, player.phys.rb.co, camera_mtx );
- render_world_gates( vg.pv, player.phys.rb.co, player.camera );
+ if( cl_menu )
+ {
+ glClear( GL_DEPTH_BUFFER_BIT );
+ menu_render( vg.pv );
+ }
/* 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, 600.0f );
+ 0.05f, 60.0f );
m4x4_mul( vg.pv, world_4x4, vg.pv );
- draw_player();
+ draw_player( camera_mtx );
}
/* Draw back in the background
void vg_ui(void)
{
+#if 0
if( cl_menu )
{
ui_rect menu =
}
}
-#if 0
if( lightedit )
{
ui_global_ctx.cursor[0] = 10;