df shadows
[carveJwlIkooP6JGAAIwe30JlM.git] / skaterift.c
index ab24550521a7779045192bcb0bc1cb614d1f7899..518ac439995c8dd39c42764e4217b9ae4161ebd6 100644 (file)
 #else
 #include "player_interface.h"
 #include "player_device_walk.h"
+#include "player_device_skate.h"
 #include "player_model.h"
 
+/* temp */
 VG_STATIC player_interface localplayer;
 VG_STATIC struct player_device_walk localplayer_walk;
+VG_STATIC struct player_device_skate localplayer_skate;
+VG_STATIC struct player_avatar localplayer_avatar;
+VG_STATIC glmesh localplayer_meshes[3];
 
 #endif
 
@@ -117,6 +122,8 @@ VG_STATIC void vg_preload(void)
 {
    g_conf_init();
 
+   common_var_temp();
+
    vg_var_push( (struct vg_var){
       .name = "cl_ui",
       .data = &cl_ui,
@@ -166,6 +173,50 @@ 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 *[]){ &tex_characters }, 1 );
+   }
+   vg_release_thread_sync();
+}
+
 VG_STATIC void vg_load(void)
 {
    vg_loader_step( render_init, NULL );
@@ -174,10 +225,21 @@ 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 );
-
+   //vg_loader_step( player_model_init, NULL );
+   
+   /* ----------------- */
+   vg_loader_step( load_playermodels, NULL );
+  
+   /* player setup */
    player_interface_create_player( &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_device( &localplayer, &player_device_walk, &localplayer_walk );
+   player_use_device( &localplayer, &player_device_skate, &localplayer_skate );
+
+   /* --------------------- */
 
    vg_bake_shaders();
    vg_loader_step( audio_init, audio_free );
@@ -321,41 +383,35 @@ 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 +442,9 @@ 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;