#include "audio.h"
#include "world.h"
-#if 0
-#include "player.h"
-#else
+
#include "player.h"
VG_STATIC player_instance localplayer;
+VG_STATIC struct player_avatar localplayer_avatar;
+VG_STATIC glmesh localplayer_meshes[3];
+vg_tex2d localplayer_texture = { .path = "textures/ch_gradient.qoi" };
-#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
#include "network.h"
VG_STATIC int __respawn( int argc, const char *argv[] )
{
- struct respawn_point *rp = NULL, *r;
+ ent_spawn *rp = NULL, *r;
+ world_instance *world = get_active_world();
- if( argc == 1 )
- {
- for( int i=0; i<world.spawn_count; i++ )
- {
- r = &world.spawns[i];
- if( !strcmp( r->name, argv[0] ) )
- {
+ if( argc == 1 ){
+ for( u32 i=0; i<mdl_arrcount(&world->ent_spawn); i++ ){
+ r = mdl_arritm( &world->ent_spawn, i );
+ if( !strcmp( mdl_pstr(&world->meta, r->pstr_name),argv[0] ) ){
rp = r;
break;
}
vg_warn( "No spawn named '%s'\n", argv[0] );
}
- if( !rp )
- {
+ if( !rp ){
float min_dist = INFINITY;
- for( int i=0; i<world.spawn_count; i++ )
- {
- r = &world.spawns[i];
- float d = v3_dist2( r->co, localplayer.rb.co );
+ for( u32 i=0; i<mdl_arrcount(&world->ent_spawn); i++ ){
+ r = mdl_arritm( &world->ent_spawn, i );
+ float d = v3_dist2( r->transform.co, localplayer.rb.co );
- vg_info( "Dist %s : %f\n", r->name, d );
- if( d < min_dist )
- {
+ if( d < min_dist ){
min_dist = d;
rp = r;
}
}
}
- if( !rp )
- {
+ if( !rp ){
vg_error( "No spawn found\n" );
- if( !world.spawn_count )
+ if( !mdl_arrcount(&world->ent_spawn) )
return 0;
- rp = &world.spawns[0];
+ rp = mdl_arritm( &world->ent_spawn, 0 );
}
player__spawn( &localplayer, rp );
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_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" );
- mdl_load_metadata( &ctx_outlaw, vg_mem.scratch );
- mdl_load_mesh_data( &ctx_outlaw, vg_mem.scratch );
+ 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" );
- mdl_load_metadata( &ctx_jordan, vg_mem.scratch );
- mdl_load_mesh_data( &ctx_jordan, vg_mem.scratch );
+ 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 );
vg_acquire_thread_sync();
vg_release_thread_sync();
/* FIXME: hack */
- shader_viewchar_register();
+ shader_model_character_view_register();
vg_acquire_thread_sync();
{
vg_tex2d_init( (vg_tex2d *[]){ &localplayer_texture }, 1 );
vg_bake_shaders();
vg_loader_step( audio_init, audio_free );
- world_audio_init();
/* 'systems' are completely loaded now */
- strcpy( world.world_name, "maps/mp_mtzero.mdl" );
- strcpy( world.world_name, "maps/mp_gridmap.mdl" );
- world_load();
+
+ /* load home world */
+ world_load( &world_global.worlds[0], "maps/mp_gridmap.mdl" );
+
+#if 0
+ world_load( &world_global.worlds[1], "maps/mp_gridmap.mdl" );
+ world_link_nonlocal_gates( 0, 1 );
+ world_load( &world_global.worlds[2], "maps/mp_mtzero.mdl" );
+ world_link_nonlocal_gates( 0, 2 );
+#endif
+
vg_console_load_autos();
}
#endif
player__pre_update( &localplayer );
- world_update( localplayer.rb.co );
+ world_update( get_active_world(), localplayer.rb.co );
+
+ audio_update();
}
}
player__post_update( &localplayer );
+
+ float inr3 = 0.57735027,
+ inr2 = 0.70710678118;
+
+ v3f sample_directions[] = {
+ { -1.0f, 0.0f, 0.0f },
+ { 1.0f, 0.0f, 0.0f },
+ { 0.0f, 0.0f, 1.0f },
+ { 0.0f, 0.0f, -1.0f },
+ { 0.0f, 1.0f, 0.0f },
+ { 0.0f, -1.0f, 0.0f },
+ { -inr3, inr3, inr3 },
+ { inr3, inr3, inr3 },
+ { -inr3, inr3, -inr3 },
+ { inr3, inr3, -inr3 },
+ { -inr2, 0.0f, inr2 },
+ { inr2, 0.0f, inr2 },
+ { -inr2, 0.0f, -inr2 },
+ { inr2, 0.0f, -inr2 },
+ };
+
+ static int si = 0;
+ static float distances[16];
+
+ ray_hit ray;
+ ray.dist = 5.0f;
+
+ v3f rc, rd, ro;
+ v3_copy( sample_directions[ si ], rd );
+ v3_add( localplayer.rb.co, (v3f){0.0f,1.5f,0.0f}, ro );
+ v3_copy( ro, rc );
+
+ float dist = 200.0f;
+
+ for( int i=0; i<10; i++ )
+ {
+ if( ray_world( get_active_world(), rc, rd, &ray ) )
+ {
+ dist = (float)i*5.0f + ray.dist;
+ break;
+ }
+ else
+ {
+ v3_muladds( rc, rd, ray.dist, rc );
+ }
+ }
+
+ distances[si] = dist;
+
+
+ for( int i=0; i<14; i++ )
+ {
+ if( distances[i] != 200.0f )
+ {
+ u32 colours[] = { VG__RED, VG__BLUE, VG__GREEN,
+ VG__CYAN, VG__YELOW, VG__PINK,
+ VG__WHITE };
+
+ u32 colour = colours[i%7];
+
+ v3f p1;
+ v3_muladds( ro, sample_directions[i], distances[i], p1 );
+ vg_line( ro, p1, colour );
+ vg_line_pt3( p1, 0.1f, colour );
+ }
+ }
+
+ si ++;
+ if( si >= 14 )
+ si = 0;
+
+
+ /* FIXME: TEMP */
+ audio_lock();
+ vg_dsp.echo_distances[si] = dist;
+
+ v3f ears = { 1.0f,0.0f,0.0f };
+ m3x3_mulv( main_camera.transform, ears, ears );
+ v3_copy( ears, vg_audio.listener_ears );
+ v3_copy( main_camera.transform[3], vg_audio.listener_pos );
+ v3_copy( localplayer.rb.v, vg_audio.listener_velocity );
+ audio_unlock();
+
#if 0
menu_update();
vehicle_update_post();
/* Draw world */
glEnable( GL_DEPTH_TEST );
- render_world( &main_camera );
+ world_instance *view_world = localplayer.viewable_world;
+
+ if( view_world == NULL ){
+ glClearColor( 0.25f, 0.25f, 0.0f, 1.0f );
+ glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
+ return;
+ }
+ render_world( view_world, &main_camera );
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 );
- render_water_texture( &main_camera );
+
+ render_water_texture( view_world, &main_camera );
render_fb_bind( gpipeline.fb_main );
- render_water_surface( &main_camera );
- render_world_gates( &main_camera );
+ render_water_surface( view_world, &main_camera );
+ render_world_gates( view_world, &main_camera );
if( player_transparent && player_draw )
render_player_transparent();
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 );
glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
render_main_game();
+
+ m4x4_copy( main_camera.mtx.pv, vg.pv );
/* Other shite */
glDisable(GL_BLEND);
glDisable( GL_DEPTH_TEST );
- vg_lines_drawall( (float *)main_camera.mtx.pv );
+ vg_lines_drawall();
glViewport( 0,0, vg.window_x, vg.window_y );
}
VG_STATIC void vg_ui(void)
{
player__im_gui( &localplayer );
+ world_instance *world = get_active_world();
#if 0
menu_crap_ui();
#endif
+#if 0
if( cl_light_edit )
{
vg_uictx.cursor[0] = 10;
render_update_lighting_ub();
}
-
- //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
- if( cl_ui )
- {
- render_world_routes_ui();
- }
- //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
+#endif
audio_debug_soundscapes();
render_view_framebuffer_ui();