shits fucked
[carveJwlIkooP6JGAAIwe30JlM.git] / skaterift.c
index ab24550521a7779045192bcb0bc1cb614d1f7899..1851a73af538d7b23cbcbc57a2bc15e1434e2995 100644 (file)
 #if 0
 #include "player.h"
 #else
+
+#include "player.h"
+VG_STATIC player_instance localplayer;
+
+#if 0
+
 #include "player_interface.h"
 #include "player_device_walk.h"
+#include "player_device_skate.h"
+#include "player_device_dead.h"
 #include "player_model.h"
 
+
+/* temp */
 VG_STATIC player_interface localplayer;
-VG_STATIC struct player_device_walk localplayer_walk;
+#endif
+
+VG_STATIC struct player_avatar localplayer_avatar;
+VG_STATIC glmesh localplayer_meshes[3];
+vg_tex2d localplayer_texture = { .path = "textures/ch_gradient.qoi" };
 
 #endif
 
@@ -45,7 +59,7 @@ static int cl_ui      = 1,
 int main( int argc, char *argv[] )
 {
    vg_mem.use_libc_malloc = 0;
-   vg_set_mem_quota( 128*1024*1024 );
+   vg_set_mem_quota( 160*1024*1024 );
    vg_enter( argc, argv, "Voyager Game Engine" ); 
 
    return 0;
@@ -61,6 +75,14 @@ VG_STATIC void vg_launch_opt(void)
 
 }
 
+VG_STATIC int __kill( int argc, const char *argv[] )
+{
+#if 0
+   player_use_device( &localplayer, &player_device_dead, &localplayer_dead );
+#endif
+   return 0;
+}
+
 VG_STATIC int __respawn( int argc, const char *argv[] )
 {
    struct respawn_point *rp = NULL, *r;
@@ -109,7 +131,7 @@ VG_STATIC int __respawn( int argc, const char *argv[] )
       rp = &world.spawns[0];
    }
 
-   player_spawn( &localplayer, rp );
+   player__spawn( &localplayer, rp );
    return 1;
 }
 
@@ -117,6 +139,8 @@ VG_STATIC void vg_preload(void)
 {
    g_conf_init();
 
+   common_var_temp();
+
    vg_var_push( (struct vg_var){
       .name = "cl_ui",
       .data = &cl_ui,
@@ -147,6 +171,12 @@ VG_STATIC void vg_preload(void)
       //.poll_suggest = reset_player_poll
    });
 
+   vg_function_push( (struct vg_cmd) {
+      .name = "ded",
+      .function = __kill,
+      //.poll_suggest = reset_player_poll
+   });
+
 vg_info(" Copyright  .        . .       -----, ,----- ,---.   .---.  \n" );
 vg_info(" 2021-2022  |\\      /| |           /  |      |    | |    /| \n" );
 vg_info("            | \\    / | +--        /   +----- +---'  |   / | \n" );
@@ -166,6 +196,50 @@ vg_info("            '        ' '--' [] '----- '----- '     ' '---'  "
    vg_loader_step( network_init, network_end );
 }
 
+VG_STATIC void load_playermodels(void)
+{
+   vg_linear_clear( vg_mem.scratch );
+
+   /* 
+    * load in other player models. This may need to be more sophisticated in
+    * the futre if we have more of these guys
+    */
+   mdl_context ctx_default,
+               ctx_outlaw,
+               ctx_jordan;
+
+   mdl_open( &ctx_default, "models/ch_new.mdl" );
+   mdl_load_metadata( &ctx_default, vg_mem.scratch );
+   mdl_load_mesh_data( &ctx_default, vg_mem.scratch );
+   mdl_close( &ctx_default );
+
+   mdl_open( &ctx_outlaw, "models/ch_outlaw.mdl" );
+   mdl_load_metadata( &ctx_outlaw, vg_mem.scratch );
+   mdl_load_mesh_data( &ctx_outlaw, vg_mem.scratch );
+   mdl_close( &ctx_outlaw );
+
+   mdl_open( &ctx_jordan, "models/ch_jordan.mdl" );
+   mdl_load_metadata( &ctx_jordan, vg_mem.scratch );
+   mdl_load_mesh_data( &ctx_jordan, vg_mem.scratch );
+   mdl_close( &ctx_jordan );
+   
+   vg_acquire_thread_sync();
+   {
+      mdl_unpack_glmesh( &ctx_default, &localplayer_meshes[0] );
+      mdl_unpack_glmesh( &ctx_outlaw,  &localplayer_meshes[1] );
+      mdl_unpack_glmesh( &ctx_jordan,  &localplayer_meshes[2] );
+   }
+   vg_release_thread_sync();
+
+   /* FIXME: hack */
+   shader_viewchar_register();
+   vg_acquire_thread_sync();
+   {
+      vg_tex2d_init( (vg_tex2d *[]){ &localplayer_texture }, 1 );
+   }
+   vg_release_thread_sync();
+}
+
 VG_STATIC void vg_load(void)
 {
    vg_loader_step( render_init, NULL );
@@ -174,10 +248,20 @@ VG_STATIC void vg_load(void)
    //vg_loader_step( player_init, NULL );
    //vg_loader_step( vehicle_init, NULL );
    //
-   vg_loader_step( player_model_init, NULL );
-
-   player_interface_create_player( &localplayer );
-   player_use_device( &localplayer, &player_device_walk, &localplayer_walk );
+   //vg_loader_step( player_model_init, NULL );
+   
+   /* ----------------- */
+   vg_loader_step( load_playermodels, NULL );
+  
+   /* player setup */
+   player__create( &localplayer );
+   player_avatar_load( &localplayer_avatar, "models/ch_new.mdl" );
+   player__use_avatar( &localplayer, &localplayer_avatar );
+   player__use_mesh( &localplayer, &localplayer_meshes[0] );
+   player__use_texture( &localplayer, &localplayer_texture );
+   player__bind( &localplayer );
+
+   /* --------------------- */
 
    vg_bake_shaders();
    vg_loader_step( audio_init, audio_free );
@@ -216,7 +300,7 @@ VG_STATIC void vg_update(void)
          player_update_pre();
 #endif
 
-      player_pre_update( &localplayer );
+      player__pre_update( &localplayer );
       world_update( localplayer.rb.co );
    }
 }
@@ -232,7 +316,7 @@ VG_STATIC void vg_update_fixed(void)
       vehicle_update_fixed();
 #endif
 
-      player_update( &localplayer );
+      player__update( &localplayer );
    }
 }
 
@@ -251,7 +335,7 @@ VG_STATIC void vg_update_post(void)
       }
 #endif
 
-      player_post_update( &localplayer );
+      player__post_update( &localplayer );
 
 #if 0
       menu_update();
@@ -321,41 +405,35 @@ VG_STATIC void render_player_transparent(void)
    camera_finalize( &small_cam );
 
    /* Draw player to window buffer and blend background ontop */
-
    glBindFramebuffer( GL_FRAMEBUFFER, 0 );
-#if 0
-   draw_player( &small_cam );
-#endif
+   player__render( &small_cam, &localplayer );
 }
 
 VG_STATIC void render_scene(void)
 {
    render_fb_bind( gpipeline.fb_main );
    glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
-   glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
+   glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
 
    /* Draw world */
    glEnable( GL_DEPTH_TEST );
-
    render_world( &main_camera );
 
-#if 0
-   int player_transparent = !(player.is_dead || freecam),
-       player_draw        = !cl_menu;
+
+
+   int player_transparent = 1,
+       player_draw        = 1;
 
    if( !player_transparent && player_draw )
-      draw_player( &main_camera );
-#endif
+      player__render( &main_camera, &localplayer );
 
    render_water_texture( &main_camera );
    render_fb_bind( gpipeline.fb_main );
    render_water_surface( &main_camera );
    render_world_gates( &main_camera );
 
-#if 0
    if( player_transparent && player_draw )
       render_player_transparent();
-#endif
 }
 
 VG_STATIC void render_menu(void)
@@ -386,6 +464,9 @@ VG_STATIC void render_main_game(void)
    /* copy camera from player.
     * TODO: blend with camera from menu */
 
+   /* FIXME: TEMP!! */
+   player__pre_render( &localplayer );
+
    v3_copy( localplayer.cam.pos, main_camera.pos );
    v3_copy( localplayer.cam.angles, main_camera.angles );
    main_camera.fov = localplayer.cam.fov;
@@ -435,7 +516,7 @@ VG_STATIC void vg_render(void)
 VG_STATIC void run_light_widget( struct light_widget *lw );
 VG_STATIC void vg_ui(void)
 {
-   player_ui( &localplayer );
+   player__im_gui( &localplayer );
 
 #if 0
    menu_crap_ui();