#include "menu.h"
#include "vehicle.h"
-#define DEV_AARON
-#ifdef DEV_AARON
-static rb_object aaron={
- .type=k_rb_shape_box,
- .rb.bbx = {{ -2.0f, -1.0f, -1.0f }, { 2.0f, 1.0f, 1.0f }}
-};
-#endif
-
int main( int argc, char *argv[] )
{
vg_mem.use_libc_malloc = 0;
steam_init();
vg_loader_step( NULL, steam_end );
vg_loader_step( network_init, network_end );
-
-#ifdef DEV_AARON
- q_identity( aaron.rb.q );
- v3_zero( aaron.rb.w );
- v3_zero( aaron.rb.co );
- v3_zero( aaron.rb.v );
- rb_init_object( &aaron );
-#endif
}
VG_STATIC void load_playermodels(void)
vg_loader_step( audio_init, audio_free );
/* 'systems' are completely loaded now */
-
/* load home world */
-#if 1
world_load( 0, "maps/mp_spawn.mdl" );
-#else
- world_load( 0, "maps/mp_mtzero.mdl" );
-#endif
-
-#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
+ world_load( 1, "maps/mp_mtzero.mdl" );
vg_console_load_autos();
+ menu_link();
vg_async_call( async_skaterift_complete, NULL, 0 );
}
player__update( &localplayer );
vehicle_update_fixed();
-
-#ifdef DEV_AARON
- world_instance *world = get_active_world();
- rb_solver_reset();
- rb_ct *buf = rb_global_buffer();
-
- int l = rb_box__scene( aaron.rb.to_world, aaron.rb.bbx,
- NULL, &world->rb_geo.inf.scene, buf );
- for( int j=0; j<l; j++ ){
- buf[j].rba = &aaron.rb;
- buf[j].rbb = &world->rb_geo.rb;
- }
- rb_contact_count += l;
- rb_presolve_contacts( rb_contact_buffer, rb_contact_count );
-
- for( int j=0; j<8; j++ ){
- rb_solve_contacts( rb_contact_buffer, rb_contact_count );
- }
-
- rb_iter( &aaron.rb );
- rb_update_transform( &aaron.rb );
-#endif
-
}
}
v3_copy( localplayer.rb.v, vg_audio.external_lister_velocity );
audio_unlock();
- menu_update();
+ vg.time_rate = 1.0f-menu.factive;
vehicle_update_post();
-
-#ifdef DEV_AARON
- SDL_Scancode sc = SDL_GetScancodeFromKey( SDLK_q );
- if( vg_input.sdl_keys[sc] ){
- m4x3_mulv( main_camera.transform, (v3f){0.0f,0.0f,-3.0f},
- aaron.rb.co );
-
- v3_zero( aaron.rb.v );
- v3_zero( aaron.rb.w );
- rb_update_transform( &aaron.rb );
- }
-
- rb_object_debug( &aaron, VG__PINK );
-#endif
}
}
shader_blitblur_uInverseRatio( inverse );
v2f menu_blurring;
- v2_muls( (v2f){ 0.04f, 0.001f }, menu_opacity, menu_blurring );
+ v2_muls( (v2f){ 0.04f, 0.001f }, menu.factive, menu_blurring );
shader_blitblur_uOverrideDir( menu_blurring );
render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
VG_STATIC void render_main_game(void)
{
-#if 0
- static float fov = 60.0f;
- float fov_target = vg_lerpf( 90.0f, 110.0f, cl_fov );
-
- if( player.controller == k_player_controller_skate )
- fov_target = vg_lerpf( 97.0f, 135.0f, cl_fov );
-
- if( cl_menu )
- fov_target = menu_fov_target;
- fov = vg_lerpf( fov, fov_target, vg.frame_delta * 2.0f );
- fov = freecam? 60.0f: fov;
-
- main_camera.fov = fov;
-#endif
-
player__pre_render( &localplayer );
-
- v3_lerp( localplayer.cam.pos, menu_camera_pos, menu_opacity,
- main_camera.pos );
- main_camera.angles[0] =
- vg_alerpf( localplayer.cam.angles[0], menu_camera_angles[0],
- menu_opacity );
- main_camera.angles[1] =
- vg_lerpf ( localplayer.cam.angles[1], menu_camera_angles[1],
- menu_opacity );
-
- main_camera.fov = vg_lerpf( localplayer.cam.fov, menu_smooth_fov,
- menu_opacity );
+ main_camera.fov = localplayer.cam.fov;
+ v3_copy( localplayer.cam.pos, main_camera.pos );
+ v3_copy( localplayer.cam.angles, main_camera.angles );
main_camera.nearz = 0.1f;
main_camera.farz = 2100.0f;
render_scene();
- if( cl_menu ) {
- //glClear( GL_DEPTH_BUFFER_BIT );
- menu_render_bg();
- glEnable( GL_DEPTH_TEST );
- }
+ glEnable( GL_DEPTH_TEST );
render_player_transparent();
render_scene_gate_subview();
present_view_with_post_processing();
-
- if( cl_menu )
- menu_render_fg( &main_camera );
-
/* =========== End Frame =========== */
}
glViewport( 0,0, vg.window_x, vg.window_y );
glDisable( GL_DEPTH_TEST );
+ glDisable( GL_BLEND );
glClearColor( 1.0f, 0.0f, 0.0f, 0.0f );
glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
return;
}
+ menu_update();
+ if( menu.active ){
+ glClear( GL_DEPTH_BUFFER_BIT );
+ menu_render();
+ }
+
#if 0
player__im_gui( &localplayer );
#endif
world_instance *world = get_active_world();
- menu_crap_ui();
workshop_form_gui();
-
render_view_framebuffer_ui();
}