#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;
-VG_STATIC struct player_device_walk localplayer_walk;
+#endif
+
+VG_STATIC struct player_avatar localplayer_avatar;
+VG_STATIC glmesh localplayer_meshes[3];
+vg_tex2d localplayer_texture = { .path = "textures/ch_gradient.qoi" };
#endif
}
+VG_STATIC int __kill( int argc, const char *argv[] )
+{
+#if 0
+ player_use_device( &localplayer, &player_device_dead, &localplayer_dead );
+#endif
+ return 0;
+}
+
VG_STATIC int __respawn( int argc, const char *argv[] )
{
struct respawn_point *rp = NULL, *r;
rp = &world.spawns[0];
}
- player_spawn( &localplayer, rp );
+ player__spawn( &localplayer, rp );
return 1;
}
{
g_conf_init();
+ common_var_temp();
+
vg_var_push( (struct vg_var){
.name = "cl_ui",
.data = &cl_ui,
//.poll_suggest = reset_player_poll
});
+ vg_function_push( (struct vg_cmd) {
+ .name = "ded",
+ .function = __kill,
+ //.poll_suggest = reset_player_poll
+ });
+
vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" );
vg_info(" 2021-2022 |\\ /| | / | | | | /| \n" );
vg_info(" | \\ / | +-- / +----- +---' | / | \n" );
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 *[]){ &localplayer_texture }, 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 );
-
- player_interface_create_player( &localplayer );
- player_use_device( &localplayer, &player_device_walk, &localplayer_walk );
+ //vg_loader_step( player_model_init, NULL );
+
+ /* ----------------- */
+ vg_loader_step( load_playermodels, NULL );
+
+ /* player setup */
+ 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_texture( &localplayer, &localplayer_texture );
+ player__bind( &localplayer );
+
+ /* --------------------- */
vg_bake_shaders();
vg_loader_step( audio_init, audio_free );
player_update_pre();
#endif
- player_pre_update( &localplayer );
+ player__pre_update( &localplayer );
world_update( localplayer.rb.co );
}
}
vehicle_update_fixed();
#endif
- player_update( &localplayer );
+ player__update( &localplayer );
}
}
}
#endif
- player_post_update( &localplayer );
+ player__post_update( &localplayer );
#if 0
menu_update();
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;
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();