menu stuff
[carveJwlIkooP6JGAAIwe30JlM.git] / main.c
diff --git a/main.c b/main.c
index 6e61fa25cbf6b5f259f08c116270b84f2bed491c..61bd6dfcd15f94ad2dfbb8d6b672b11baa798eb0 100644 (file)
--- a/main.c
+++ b/main.c
@@ -27,9 +27,9 @@
 #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[] )
 {
@@ -61,19 +61,22 @@ vg_info("            '        ' '--' [] '----- '----- '     ' '---'  "
         "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 );
 
@@ -89,7 +92,7 @@ void vg_load(void)
 
 static void vg_start(void)
 {
-   player_load_model( "ch_new" );
+   player_load_model( "ch_jordan", 0 );
    reset_player( 1, (const char *[]){ "start" } );
 }
 
@@ -108,14 +111,10 @@ void vg_update( int loaded )
    {
       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 )
@@ -131,6 +130,7 @@ static void vg_update_post( int loaded )
    if( loaded )
    {
       player_update_post();
+      menu_update();
    }
 }
 
@@ -144,16 +144,23 @@ static void vg_framebuffer_resize( int w, int h )
 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 );
@@ -164,15 +171,21 @@ static void render_main_game(void)
 
    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 );
@@ -195,9 +208,9 @@ static void render_main_game(void)
    {
       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
@@ -239,6 +252,7 @@ void vg_render(void)
 
 void vg_ui(void)
 {
+#if 0
    if( cl_menu )
    {
       ui_rect menu =
@@ -272,7 +286,6 @@ void vg_ui(void)
       }
    }
    
-#if 0
    if( lightedit )
    {
       ui_global_ctx.cursor[0] = 10;