menu stuff
[carveJwlIkooP6JGAAIwe30JlM.git] / main.c
diff --git a/main.c b/main.c
index 81584dd5b0b97800e2ca20f9f6459428e776620f..61bd6dfcd15f94ad2dfbb8d6b672b11baa798eb0 100644 (file)
--- a/main.c
+++ b/main.c
 #include "audio.h"
 #include "world.h"
 #include "player.h"
+#include "network.h"
+#include "menu.h"
 
-static int cl_ui = 1;
+static int cl_ui     = 1;
 
 int main( int argc, char *argv[] )
-{ 
+{
    vg_enter( argc, argv, "Voyager Game Engine" ); 
 }
 
@@ -50,28 +52,31 @@ void vg_preload(void)
       .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 );
+   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 );
 
@@ -87,7 +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" } );
 }
 
@@ -106,11 +111,29 @@ void vg_update( int loaded )
    {
       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();
+      menu_update();
+   }
+}
+
 static void vg_framebuffer_resize( int w, int h )
 {
    render_fb_resize();
@@ -120,23 +143,26 @@ static void vg_framebuffer_resize( int w, int h )
 
 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 );
+   m4x3_expand( camera_mtx_inverse, world_4x4 );
+
+   static float fov = 97.0f;
 
-   gpipeline.fov = freecam? 60.0f: 125.0f; /* 120 */
-   m4x4_projection( vg_pv, gpipeline.fov, 
-         (float)vg_window_x / (float)vg_window_y, 
-         0.02f, 2100.0f );
+   float fov_target = 108.0f;
+   if( player.phys.on_board )
+      fov_target = 125.0f;
 
-   m4x4_mul( vg_pv, world_4x4, vg_pv );
+   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, 
+         0.1f, 2100.0f );
+
+   m4x4_mul( vg.pv, world_4x4, vg.pv );
    glEnable( GL_DEPTH_TEST );
    
    /* 
@@ -145,21 +171,27 @@ 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 );
    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 );
    
@@ -174,11 +206,11 @@ static void render_main_game(void)
    
    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();
+      m4x4_projection( vg.pv, gpipeline.fov, 
+            (float)vg.window_x / (float)vg.window_y, 
+            0.05f, 60.0f );
+      m4x4_mul( vg.pv, world_4x4, vg.pv );
+      draw_player( camera_mtx );
    }
 
    /* Draw back in the background
@@ -202,7 +234,7 @@ static void render_main_game(void)
 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 );
@@ -214,13 +246,46 @@ void vg_render(void)
    /* 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)
 {
 #if 0
+   if( cl_menu )
+   {
+      ui_rect menu =
+      {
+         vg.window_x / 2 - 150,
+         vg.window_y / 2 - 50,
+         300,
+         130
+      };
+
+      ui_fill_rect( &ui_global_ctx, menu, 0xa0000000 );
+
+      ui_text( &ui_global_ctx, (ui_rect){ menu[0]+menu[2]/2,menu[1]+6, 0, 0 },
+                               steam_username_at_startup, 
+                               1, k_text_align_center );
+      menu[1] += 24;
+      menu[3] -= 30;
+
+      ui_rect_pad( menu, 8 );
+      ui_fill_rect( &ui_global_ctx, menu, 0x90ffffff );
+      ui_rect_pad( menu, 2 );
+      ui_fill_rect( &ui_global_ctx, menu, 0xa0000000 );
+
+      menu[1] += 32;
+      ui_text( &ui_global_ctx, (ui_rect){ menu[0]+menu[2]/2,menu[1], 0, 0 },
+                               "Exit", 2, k_text_align_center );
+
+      if( vg_get_button_down( "jump" ) )
+      {
+         glfwSetWindowShouldClose( vg.window, 1 );
+      }
+   }
+   
    if( lightedit )
    {
       ui_global_ctx.cursor[0] = 10;