static int sv_debugcam = 0;
static int lightedit = 0;
static int sv_scene = 0;
+static int cl_ui = 1;
/* Components */
-#include "road.h"
+//#define SR_NETWORKED
+
+/* uncomment this to run the game without any graphics being drawn */
+//#define SR_NETWORK_TEST
+
+#include "steam.h"
+#include "network.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 "shaders/unlit.h"
#include "physics_test.h"
+#include "anim_test.h"
+
+#include "gate.h"
+#include "water.h"
void vg_register(void)
{
void vg_start(void)
{
+ steam_init();
+
vg_convar_push( (struct vg_convar){
.name = "fc",
.data = &freecam,
.persistent = 1
});
+ vg_convar_push( (struct vg_convar){
+ .name = "fcs",
+ .data = &fc_speed,
+ .data_type = k_convar_dtype_f32,
+ .opt_f32 = { .clamp = 0 },
+ .persistent = 1
+ });
+
vg_convar_push( (struct vg_convar){
.name = "ledit",
.data = &lightedit,
.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_outlaw" );
+ character_load( &player.mdl, "ch_new" );
character_init_ragdoll( &player.mdl );
world_load();
reset_player( 1, (const char *[]){ "start" } );
rb_init( &player.rb );
+
+ network_init();
}
- else
+ else if( sv_scene == 1 )
{
physics_test_start();
}
+ else if( sv_scene == 2 )
+ {
+ anim_test_start();
+ }
}
void vg_free(void)
{
+ network_end();
vg_tex2d_free( texture_list, vg_list_size(texture_list) );
+ /* TODO: THE REST OF THE GOD DAMN FREEING STUFF */
+ steam_end();
}
void vg_update(void)
{
+ steam_update();
+
if( sv_scene == 0 )
{
+ network_update();
player_update();
world_update();
//traffic_visualize( world.traffic, world.traffic_count );
{
physics_test_update();
}
+ else if( sv_scene == 2 )
+ {
+ anim_test_update();
+ }
}
static void vg_framebuffer_resize( int w, int h )
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,
- 0.1f, 2100.0f );
+ 0.02f, 2100.0f );
m4x4_mul( vg_pv, world_4x4, vg_pv );
/*
* 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,
- 0.04f, 600.0f );
+ 0.01f, 600.0f );
m4x4_mul( vg_pv, world_4x4, vg_pv );
+ draw_player();
}
- draw_player();
/* Draw back in the background
*
glClearColor( 0.11f, 0.35f, 0.37f, 1.0f );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
+#ifndef SR_NETWORK_TEST
draw_origin_axis();
if( sv_scene == 0 )
{
physics_test_render();
}
+ else if( sv_scene == 2 )
+ {
+ anim_test_render( &tex_characters );
+ }
+#endif
}
static void run_light_widget( struct light_widget *lw )
}
}
-void vg_ui(void)
+static void run_debug_info(void)
{
- char buf[20];
-
-#if 0
- snprintf( buf, 20, "%.2fm/s", v3_length( player.v ) );
+ char buf[40];
+
+ snprintf( buf, 40, "%.2fm/s", v3_length( player.rb.v ) );
gui_text( (ui_px [2]){ 0, 0 }, buf, 1, k_text_align_left );
- snprintf( buf, 20, "%.2f %.2f %.2f m/s",
+ snprintf( buf, 40, "%.2f %.2f %.2f m/s",
player.a[0], player.a[1], player.a[2] );
gui_text( (ui_px [2]){ 0, 20 }, buf, 1, k_text_align_left );
- snprintf( buf, 20, "pos %.2f %.2f %.2f",
- player.co[0], player.co[1], player.co[2] );
+ snprintf( buf, 40, "pos %.2f %.2f %.2f",
+ player.rb.co[0], player.rb.co[1], player.rb.co[2] );
gui_text( (ui_px [2]){ 0, 40 }, buf, 1, k_text_align_left );
if( vg_gamepad_ready )
{
for( int i=0; i<6; i++ )
{
- snprintf( buf, 20, "%.2f", vg_gamepad.axes[i] );
+ snprintf( buf, 40, "%.2f", vg_gamepad.axes[i] );
gui_text( (ui_px [2]){ 0, (i+3)*20 }, buf, 1, k_text_align_left );
}
}
gui_text( (ui_px [2]){ 0, 60 },
"Gamepad not ready", 1, k_text_align_left );
}
-#endif
-
+}
+
+void vg_ui(void)
+{
if( lightedit )
{
ui_global_ctx.cursor[0] = 10;
render_update_lighting_ub();
}
+
+ //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
+ if( cl_ui )
+ {
+ render_world_routes_ui();
+ }
+ //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
+
+#if 0
+ static double last_b_press = 0.0;
+
+ double localtime = vg_time - last_b_press;
+
+ world_routes_ui_updatetime( 0, localtime );
+ world_routes_ui_draw( 0, (v4f){ 1.0f,0.0f,1.0f,1.0f}, 9.0f );
+
+ if( glfwGetKey(vg_window,GLFW_KEY_B) )
+ world_routes_ui_notch( 0, localtime );
+
+ if( vg_time-last_b_press > 1.0 )
+ if( glfwGetKey(vg_window,GLFW_KEY_N) )
+ {
+ last_b_press = vg_time;
+ world_routes_ui_newseg( 0 );
+ }
+
+ static double last_m_press;
+ if( vg_time-last_m_press > 1.0 )
+ if( glfwGetKey( vg_window, GLFW_KEY_M) )
+ {
+ last_m_press = vg_time;
+
+ vg_info( "start: %u\n",world.routes.routes[0].ui.segment_count );
+ for( int i=0; i<world.routes.routes[0].ui.segment_count; i++ )
+ world_routes_ui_popfirst(0);
+
+ vg_info( "new: %u\n",world.routes.routes[0].ui.segment_count );
+ }
+#endif
}