static int debugview = 0;
static int sv_debugcam = 0;
static int lightedit = 0;
-static int sv_scene = 2;
+static int sv_scene = 0;
+static int cl_ui = 1;
/* Components */
//#define SR_NETWORKED
#include "steam.h"
#include "network.h"
-#include "road.h"
+#include "model.h"
+//#include "road.h"
#include "scene.h"
-#include "ik.h"
+//#include "ik.h"
#include "audio.h"
-#include "terrain.h"
-#include "character.h"
+//#include "terrain.h"
+//#include "character.h"
#include "ragdoll.h"
#include "rigidbody.h"
#include "render.h"
-#include "gate.h"
-#include "water.h"
#include "world.h"
#include "player.h"
#include "physics_test.h"
#include "anim_test.h"
+#include "gate.h"
+#include "water.h"
+
void vg_register(void)
{
shader_blit_register();
.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,
.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 = "dt",
.data = &ktimestep,
if( sv_scene == 0 )
{
- character_load( &player.mdl, "ch_default" );
+ character_load( &player.mdl, "ch_new" );
character_init_ragdoll( &player.mdl );
world_load();
m4x4f world_4x4;
m4x3_expand( player.camera_inverse, world_4x4 );
- gpipeline.fov = freecam? 60.0f: 135.0f; /* 120 */
+ 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 );
/*
* Draw world
*/
+
+ int draw_solid = player.is_dead | freecam;
render_world( vg_pv, player.camera );
+ if( draw_solid )
+ draw_player();
render_water_texture( player.camera );
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
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
*
}
else if( sv_scene == 2 )
{
- anim_test_render();
+ anim_test_render( &tex_characters );
}
#endif
}
}
//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 );
#if 0