*/
#define SR_NETWORKED
-//#define VG_DEVWINDOW
+#define VG_DEVWINDOW
#include "common.h"
#include "conf.h"
#include "steam.h"
#include "player.h"
VG_STATIC struct player_avatar localplayer_avatar;
-VG_STATIC glmesh localplayer_meshes[3];
-vg_tex2d localplayer_texture = { .path = "textures/ch_gradient.qoi" };
+VG_STATIC struct player_model localplayer_models[3];
+VG_STATIC struct player_board localplayer_boards[1];
+VG_STATIC int skaterift_status = 0;
#include "network.h"
#include "menu.h"
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", 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", 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", 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 );
+ player_model_load( &localplayer_models[0], "models/ch_new.mdl" );
+ player_model_load( &localplayer_models[1], "models/ch_outlaw.mdl" );
+ player_model_load( &localplayer_models[2], "models/ch_jordan.mdl" );
- 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();
+ player_board_load( &localplayer_boards[0], "models/board_fish.mdl" );
/* FIXME: hack */
shader_model_character_view_register();
- vg_acquire_thread_sync();
- {
- vg_tex2d_init( (vg_tex2d *[]){ &localplayer_texture }, 1 );
- }
- vg_release_thread_sync();
+ shader_model_board_view_register();
}
void temp_update_playermodel(void){
- player__use_mesh( &localplayer, &localplayer_meshes[cl_playermdl_id] );
+ player__use_model( &localplayer, &localplayer_models[cl_playermdl_id] );
+}
+
+VG_STATIC void async_skaterift_complete( void *payload, u32 size )
+{
+ skaterift_status = 1;
+
+ localplayer.viewable_world = get_active_world();
+ localplayer_cmd_respawn( 1, (const char *[]){ "start" } );
}
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[cl_playermdl_id] );
- player__use_texture( &localplayer, &localplayer_texture );
+ player__use_model( &localplayer, &localplayer_models[cl_playermdl_id] );
+ player__use_board( &localplayer, &localplayer_boards[0] );
player__bind( &localplayer );
/* --------------------- */
/* load home world */
-#if 0
+#if 1
world_load( 0, "maps/mp_spawn.mdl" );
#else
world_load( 0, "maps/mp_mtzero.mdl" );
#endif
vg_console_load_autos();
-}
-VG_STATIC void vg_start(void)
-{
- localplayer.viewable_world = get_active_world();
- localplayer_cmd_respawn( 1, (const char *[]){ "start" } );
+ vg_async_item *call = vg_async_alloc(0);
+ vg_async_dispatch( call, async_skaterift_complete );
}
VG_STATIC void draw_origin_axis(void)
{
steam_update();
- if( vg.is_loaded ){
+ if( skaterift_status == 1 ){
draw_origin_axis();
network_update();
VG_STATIC void vg_update_fixed(void)
{
- if( vg.is_loaded ){
+ if( skaterift_status == 1 ){
world_routes_fixedupdate( get_active_world() );
player__update( &localplayer );
VG_STATIC void vg_update_post(void)
{
- if( vg.is_loaded ){
+ if( skaterift_status == 1 ){
player__post_update( &localplayer );
float dist;
VG_STATIC void vg_render(void)
{
+ if( skaterift_status == 0 ){
+ _vg_loader_render();
+ return;
+ }
+
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
glViewport( 0,0, vg.window_x, vg.window_y );
VG_STATIC void vg_ui(void)
{
+ if( skaterift_status == 0 ){
+ return;
+ }
+
#if 0
player__im_gui( &localplayer );
#endif