wowwww
[carveJwlIkooP6JGAAIwe30JlM.git] / skaterift.c
index ad01803a6d02ca2d76f2990b1ea5a064aff3b1fa..1db6db52ab3e8c4d939f4ea91d1a9cee95dd3557 100644 (file)
 
 
 #include "player.h"
-VG_STATIC player_instance localplayer;
+static player_instance localplayer;
 VG_STATIC struct player_avatar localplayer_avatar;
 VG_STATIC glmesh localplayer_meshes[3];
 vg_tex2d localplayer_texture = { .path = "textures/ch_gradient.qoi" };
 
-
-
-
-
+player_instance *tmp_localplayer(void)
+{
+   return &localplayer;
+}
 
 #include "network.h"
-
-#if 0
 #include "menu.h"
-#endif
 #include "vehicle.h"
 
 static int cl_ui      = 1,
@@ -72,17 +69,13 @@ VG_STATIC int __kill( int argc, const char *argv[] )
 
 VG_STATIC int __respawn( int argc, const char *argv[] )
 {
-   struct respawn_point *rp = NULL, *r;
-
+   ent_spawn *rp = NULL, *r;
    world_instance *world = get_active_world();
 
-   if( argc == 1 )
-   {
-      for( int i=0; i<world->spawn_count; i++ )
-      {
-         r = &world->spawns[i];
-         if( !strcmp( r->name, argv[0] ) )
-         {
+   if( argc == 1 ){
+      for( u32 i=0; i<mdl_arrcount(&world->ent_spawn); i++ ){
+         r = mdl_arritm( &world->ent_spawn, i );
+         if( !strcmp( mdl_pstr(&world->meta, r->pstr_name),argv[0] ) ){
             rp = r;
             break;
          }
@@ -92,32 +85,27 @@ VG_STATIC int __respawn( int argc, const char *argv[] )
          vg_warn( "No spawn named '%s'\n", argv[0] );
    }
 
-   if( !rp )
-   {
+   if( !rp ){
       float min_dist = INFINITY;
 
-      for( int i=0; i<world->spawn_count; i++ )
-      {
-         r = &world->spawns[i];
-         float d = v3_dist2( r->co, localplayer.rb.co );
+      for( u32 i=0; i<mdl_arrcount(&world->ent_spawn); i++ ){
+         r = mdl_arritm( &world->ent_spawn, i );
+         float d = v3_dist2( r->transform.co, localplayer.rb.co );
          
-         vg_info( "Dist %s : %f\n", r->name, d );
-         if( d < min_dist )
-         {
+         if( d < min_dist ){
             min_dist = d;
             rp = r;
          }
       }
    }
 
-   if( !rp )
-   {
+   if( !rp ){
       vg_error( "No spawn found\n" );
 
-      if( !world->spawn_count )
+      if( !mdl_arrcount(&world->ent_spawn) )
          return 0;
 
-      rp = &world->spawns[0];
+      rp = mdl_arritm( &world->ent_spawn, 0 );
    }
 
    player__spawn( &localplayer, rp );
@@ -197,19 +185,19 @@ VG_STATIC void load_playermodels(void)
                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_open( &ctx_default, "models/ch_new.mdl", vg_mem.scratch );
+   mdl_load_metadata_block( &ctx_default, vg_mem.scratch );
+   mdl_load_mesh_block( &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_open( &ctx_outlaw, "models/ch_outlaw.mdl", vg_mem.scratch );
+   mdl_load_metadata_block( &ctx_outlaw, vg_mem.scratch );
+   mdl_load_mesh_block( &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_open( &ctx_jordan, "models/ch_jordan.mdl", vg_mem.scratch );
+   mdl_load_metadata_block( &ctx_jordan, vg_mem.scratch );
+   mdl_load_mesh_block( &ctx_jordan, vg_mem.scratch );
    mdl_close( &ctx_jordan );
    
    vg_acquire_thread_sync();
@@ -229,10 +217,14 @@ VG_STATIC void load_playermodels(void)
    vg_release_thread_sync();
 }
 
+void temp_update_playermodel(void){
+   player__use_mesh( &localplayer, &localplayer_meshes[cl_playermdl_id] );
+}
+
 VG_STATIC void vg_load(void)
 {
    vg_loader_step( render_init, NULL );
-   //vg_loader_step( menu_init, NULL );
+   vg_loader_step( menu_init, NULL );
    vg_loader_step( world_init, NULL );
    //vg_loader_step( player_init, NULL );
    //vg_loader_step( vehicle_init, NULL );
@@ -246,7 +238,7 @@ VG_STATIC void vg_load(void)
    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_mesh( &localplayer, &localplayer_meshes[cl_playermdl_id] );
    player__use_texture( &localplayer, &localplayer_texture );
    player__bind( &localplayer );
 
@@ -254,17 +246,16 @@ VG_STATIC void vg_load(void)
 
    vg_bake_shaders();
    vg_loader_step( audio_init, audio_free );
-   world_audio_init();
 
    /* 'systems' are completely loaded now */
 
    /* load home world */
-   world_load( &world_global.worlds[0], "maps/mp_home.mdl" );
+   world_load( &world_global.worlds[0], "maps/mp_mtzero.mdl" );
 
 #if 0
    world_load( &world_global.worlds[1], "maps/mp_gridmap.mdl" );
-   world_load( &world_global.worlds[2], "maps/mp_mtzero.mdl" );
    world_link_nonlocal_gates( 0, 1 );
+   world_load( &world_global.worlds[2], "maps/mp_mtzero.mdl" );
    world_link_nonlocal_gates( 0, 2 );
 #endif
 
@@ -370,15 +361,12 @@ VG_STATIC void vg_update_post(void)
 
       float dist = 200.0f;
 
-      for( int i=0; i<10; i++ )
-      {
-         if( ray_world( get_active_world(), rc, rd, &ray ) )
-         {
+      for( int i=0; i<10; i++ ){
+         if( ray_world( get_active_world(), rc, rd, &ray ) ){
             dist = (float)i*5.0f + ray.dist;
             break;
          }
-         else
-         {
+         else{
             v3_muladds( rc, rd, ray.dist, rc );
          }
       }
@@ -386,10 +374,8 @@ VG_STATIC void vg_update_post(void)
       distances[si] = dist;
 
 
-      for( int i=0; i<14; i++ )
-      {
-         if( distances[i] != 200.0f )
-         {
+      for( int i=0; i<14; i++ ){
+         if( distances[i] != 200.0f ){
             u32 colours[] = { VG__RED, VG__BLUE, VG__GREEN,
                               VG__CYAN, VG__YELOW, VG__PINK,
                               VG__WHITE };
@@ -414,12 +400,21 @@ VG_STATIC void vg_update_post(void)
 
       v3f ears = { 1.0f,0.0f,0.0f };
       m3x3_mulv( main_camera.transform, ears, ears );
-      v3_copy( ears, vg_audio.listener_ears );
-      v3_copy( main_camera.transform[3], vg_audio.listener_pos );
+      v3_copy( ears, vg_audio.external_listener_ears );
+      v3_copy( main_camera.transform[3], vg_audio.external_listener_pos );
+
+      /* TODO: this is transformed back and fourth twice. */
+      if( localplayer.gate_waiting ){
+         m4x3_mulv( localplayer.gate_waiting->transport,
+                    vg_audio.external_listener_pos, 
+                    vg_audio.external_listener_pos );
+      }
+
+      v3_copy( localplayer.rb.v, vg_audio.external_lister_velocity );
       audio_unlock();
 
-#if 0
       menu_update();
+#if 0
       vehicle_update_post();
 #endif
    }
@@ -439,16 +434,14 @@ VG_STATIC void present_view_with_post_processing(void)
    glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
    glBlendEquation(GL_FUNC_ADD);
 
-   if( cl_blur )
-   {
+   if( cl_blur ){
       shader_blitblur_use();
       shader_blitblur_uTexMain( 0 );
       shader_blitblur_uTexMotion( 1 );
       shader_blitblur_uBlurStrength(cl_blur_strength / (vg.frame_delta*60.0f));
 
       v2f menu_blurring;
-      //v2_muls( (v2f){ 0.04f, 0.001f }, menu_opacity, menu_blurring );
-      v2_muls( (v2f){ 0.04f, 0.001f }, 0.0f, menu_blurring );
+      v2_muls( (v2f){ 0.04f, 0.001f }, menu_opacity, menu_blurring );
       shader_blitblur_uOverrideDir( menu_blurring );
 
       if( cl_view_id == 0 )
@@ -460,8 +453,7 @@ VG_STATIC void present_view_with_post_processing(void)
 
       render_fb_bind_texture( gpipeline.fb_main, 1, 1 );
    }
-   else
-   {
+   else{
       shader_blit_use();
       shader_blit_uTexMain( 0 );
       render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
@@ -500,36 +492,26 @@ VG_STATIC void render_scene(void)
    glEnable( GL_DEPTH_TEST );
 
    world_instance *view_world = localplayer.viewable_world;
-   render_world( view_world, &main_camera );
 
-   int player_transparent = 1,
-       player_draw        = 1;
+   if( view_world == NULL ){
+      glClearColor( 0.25f, 0.25f, 0.0f, 1.0f );
+      glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
+      return;
+   }
 
-#if 0
-   if( (localplayer.subsystem == k_player_subsystem_dead) ||
-       (localplayer.camera_mode == k_cam_thirdperson) )
-      player_transparent = 0;
-#endif
-               
-   if( !player_transparent && player_draw )
-      player__render( &main_camera, &localplayer );
+   render_world( view_world, &main_camera, 0 );
 
 
-   render_water_texture( view_world, &main_camera );
+   render_water_texture( view_world, &main_camera, 0 );
    render_fb_bind( gpipeline.fb_main );
    render_water_surface( view_world, &main_camera );
-   render_world_gates( view_world, &main_camera );
 
-   if( player_transparent && player_draw )
-      render_player_transparent();
-}
+   int depth = 1;
+   if( localplayer.gate_waiting ) depth = 0;
+   render_world_gates( view_world, &main_camera, depth );
 
-VG_STATIC void render_menu(void)
-{
-   glClear( GL_DEPTH_BUFFER_BIT );
-#if 0
-   menu_render( &main_camera );
-#endif
+   if( !cl_menu )
+      render_player_transparent();
 }
 
 VG_STATIC void render_main_game(void)
@@ -549,31 +531,33 @@ VG_STATIC void render_main_game(void)
    main_camera.fov   = fov;
 #endif
 
-   /* 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;
+   v3_lerp( localplayer.cam.pos, menu_camera_pos, menu_opacity, 
+            main_camera.pos );
+   main_camera.angles[0] = 
+      vg_alerpf(  localplayer.cam.angles[0], menu_camera_angles[0], 
+                  menu_opacity );
+   main_camera.angles[1] = 
+      vg_lerpf ( localplayer.cam.angles[1], menu_camera_angles[1], 
+                 menu_opacity );
+
+   main_camera.fov = vg_lerpf( localplayer.cam.fov, menu_smooth_fov,
+                               menu_opacity );
    main_camera.nearz = 0.1f;
    main_camera.farz  = 2100.0f;
 
    camera_update_transform( &main_camera );
 
-   if( localplayer.gate_waiting )
-   {
+   if( localplayer.gate_waiting ){
       m3x3_mul( localplayer.basis_gate, main_camera.transform, 
                 main_camera.transform );
    }
-   else
-   {
+   else{
       m3x3_mul( localplayer.basis, main_camera.transform, 
                 main_camera.transform );
    }
-
+   
    camera_update_view( &main_camera );
    camera_update_projection( &main_camera );
    camera_finalize( &main_camera );
@@ -581,15 +565,18 @@ VG_STATIC void render_main_game(void)
    /* ========== Begin Frame ========== */
 
    render_scene();
-   present_view_with_post_processing();
 
-#if 0
-   if( cl_menu ) 
-   {
-      render_menu();
+   if( cl_menu ) {
+      glClear( GL_DEPTH_BUFFER_BIT );
+      menu_render_bg();
+      glEnable( GL_DEPTH_TEST );
       render_player_transparent();
    }
-#endif
+
+   present_view_with_post_processing();
+
+   if( cl_menu )
+      menu_render_fg( &main_camera );
 
    /* =========== End Frame =========== */
 }
@@ -610,7 +597,7 @@ VG_STATIC void vg_render(void)
    
    /* Other shite */
    glDisable(GL_BLEND);
-   glDisable( GL_DEPTH_TEST );
+   glDisable(GL_DEPTH_TEST);
    vg_lines_drawall();
    glViewport( 0,0, vg.window_x, vg.window_y );
 }
@@ -618,12 +605,11 @@ VG_STATIC void vg_render(void)
 VG_STATIC void run_light_widget( struct light_widget *lw );
 VG_STATIC void vg_ui(void)
 {
+#if 0
    player__im_gui( &localplayer );
+#endif
    world_instance *world = get_active_world();
-
-#if 0
    menu_crap_ui();
-#endif
 
 #if 0
    if( cl_light_edit )
@@ -662,13 +648,6 @@ VG_STATIC void vg_ui(void)
    }
 #endif
    
-   //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
-   if( cl_ui )
-   {
-      render_world_routes_ui( world );
-   }
-   //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
-   
    audio_debug_soundscapes();
    render_view_framebuffer_ui();