#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
{
g_conf_init();
+ common_var_temp();
+
vg_var_push( (struct vg_var){
.name = "cl_ui",
.data = &cl_ui,
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 );
//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 );
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)
/* 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;