fuckin hell
[carveJwlIkooP6JGAAIwe30JlM.git] / skaterift.c
index b3d51c364653e637fba9df4ec5f44f6db53f2d34..4c531a4736f66dee33740b3cb13905db8e9777c9 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;
+#endif
+
 VG_STATIC struct player_avatar localplayer_avatar;
 VG_STATIC glmesh localplayer_meshes[3];
+vg_tex2d localplayer_texture = { .path = "textures/ch_gradient.qoi" };
 
 #endif
 
@@ -49,7 +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;
@@ -121,7 +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;
 }
 
@@ -222,10 +232,10 @@ VG_STATIC void load_playermodels(void)
    vg_release_thread_sync();
 
    /* FIXME: hack */
-   shader_viewchar_register();
+   shader_model_character_view_register();
    vg_acquire_thread_sync();
    {
-      vg_tex2d_init( (vg_tex2d *[]){ &tex_characters }, 1 );
+      vg_tex2d_init( (vg_tex2d *[]){ &localplayer_texture }, 1 );
    }
    vg_release_thread_sync();
 }
@@ -244,16 +254,12 @@ VG_STATIC void vg_load(void)
    vg_loader_step( load_playermodels, NULL );
   
    /* player setup */
-   player_interface_create_player( &localplayer );
-   
+   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_add_device( &localplayer, &player_device_walk );
-   player_add_device( &localplayer, &player_device_skate );
-   player_add_device( &localplayer, &player_device_dead );
-   player_bind( &localplayer );
+   player__use_avatar( &localplayer, &localplayer_avatar );
+   player__use_mesh( &localplayer, &localplayer_meshes[0] );
+   player__use_texture( &localplayer, &localplayer_texture );
+   player__bind( &localplayer );
 
    /* --------------------- */
 
@@ -294,7 +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 );
    }
 }
@@ -310,7 +316,7 @@ VG_STATIC void vg_update_fixed(void)
       vehicle_update_fixed();
 #endif
 
-      player_update( &localplayer );
+      player__update( &localplayer );
    }
 }
 
@@ -329,7 +335,7 @@ VG_STATIC void vg_update_post(void)
       }
 #endif
 
-      player_post_update( &localplayer );
+      player__post_update( &localplayer );
 
 #if 0
       menu_update();
@@ -400,7 +406,7 @@ VG_STATIC void render_player_transparent(void)
 
    /* Draw player to window buffer and blend background ontop */
    glBindFramebuffer( GL_FRAMEBUFFER, 0 );
-   player_render( &small_cam, &localplayer );
+   player__render( &small_cam, &localplayer );
 }
 
 VG_STATIC void render_scene(void)
@@ -418,8 +424,14 @@ VG_STATIC void render_scene(void)
    int player_transparent = 1,
        player_draw        = 1;
 
+#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 );
+      player__render( &main_camera, &localplayer );
 
    render_water_texture( &main_camera );
    render_fb_bind( gpipeline.fb_main );
@@ -459,7 +471,7 @@ VG_STATIC void render_main_game(void)
     * TODO: blend with camera from menu */
 
    /* FIXME: TEMP!! */
-   player_pre_render( &localplayer );
+   player__pre_render( &localplayer );
 
    v3_copy( localplayer.cam.pos, main_camera.pos );
    v3_copy( localplayer.cam.angles, main_camera.angles );
@@ -468,6 +480,18 @@ VG_STATIC void render_main_game(void)
    main_camera.farz  = 2100.0f;
 
    camera_update_transform( &main_camera );
+
+   if( localplayer.gate_waiting )
+   {
+      m3x3_mul( localplayer.basis_gate, main_camera.transform, 
+                main_camera.transform );
+   }
+   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 );
@@ -510,7 +534,7 @@ 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();