#include "render.h"
#include "audio.h"
#include "world.h"
+
+
+
#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" };
+
+
+
+
+
+
#include "network.h"
+
+#if 0
#include "menu.h"
+#endif
#include "vehicle.h"
static int cl_ui = 1,
int main( int argc, char *argv[] )
{
vg_mem.use_libc_malloc = 0;
- vg_set_mem_quota( 128*1024*1024 );
+ vg_set_mem_quota( 160*1024*1024 );
vg_enter( argc, argv, "Voyager Game Engine" );
return 0;
}
+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;
+
+ 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] ) )
+ {
+ rp = r;
+ break;
+ }
+ }
+
+ if( !rp )
+ vg_warn( "No spawn named '%s'\n", argv[0] );
+ }
+
+ 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 );
+
+ vg_info( "Dist %s : %f\n", r->name, d );
+ if( d < min_dist )
+ {
+ min_dist = d;
+ rp = r;
+ }
+ }
+ }
+
+ if( !rp )
+ {
+ vg_error( "No spawn found\n" );
+
+ if( !world->spawn_count )
+ return 0;
+
+ rp = &world->spawns[0];
+ }
+
+ player__spawn( &localplayer, rp );
+ return 1;
+}
+
VG_STATIC void vg_preload(void)
{
g_conf_init();
+ common_var_temp();
+
vg_var_push( (struct vg_var){
.name = "cl_ui",
.data = &cl_ui,
.persistent = 0
});
+ vg_function_push( (struct vg_cmd) {
+ .name = "respawn",
+ .function = __respawn,
+ //.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_model_character_view_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( menu_init, NULL );
+ //vg_loader_step( menu_init, NULL );
vg_loader_step( world_init, NULL );
- vg_loader_step( player_init, NULL );
- vg_loader_step( vehicle_init, NULL );
+ //vg_loader_step( player_init, NULL );
+ //vg_loader_step( vehicle_init, NULL );
+ //
+ //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 );
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_home.mdl" );
+
+ world_load( &world_global.worlds[1], "maps/mp_gridmap.mdl" );
+ world_load( &world_global.worlds[2], "maps/mp_mtzero.mdl" );
+ world_link_nonlocal_gates( 0, 1 );
+ world_link_nonlocal_gates( 0, 2 );
+
vg_console_load_autos();
}
VG_STATIC void vg_start(void)
{
- reset_player( 1, (const char *[]){ "start" } );
+ __respawn( 1, (const char *[]){ "start" } );
}
VG_STATIC void draw_origin_axis(void)
{
draw_origin_axis();
network_update();
+
+#if 0
+ if( !gzoomer.inside )
+ player_update_pre();
+#endif
- player_update_pre();
- world_update( player.phys.rb.co );
+ player__pre_update( &localplayer );
+ world_update( get_active_world(), localplayer.rb.co );
}
}
{
if( vg.is_loaded )
{
- player_update_fixed();
+#if 0
+ if( !gzoomer.inside )
+ player_update_fixed();
+
vehicle_update_fixed();
+#endif
+
+ player__update( &localplayer );
}
}
{
if( vg.is_loaded )
{
- player_update_post();
+#if 0
+ if( gzoomer.inside )
+ {
+ vehicle_camera();
+ }
+ else
+ {
+ player_update_post();
+ }
+#endif
+
+ player__post_update( &localplayer );
+
+#if 0
menu_update();
vehicle_update_post();
+#endif
}
}
shader_blitblur_uBlurStrength(cl_blur_strength / (vg.frame_delta*60.0f));
v2f menu_blurring;
- v2_muls( (v2f){ 0.04f, 0.001f }, menu_opacity, menu_blurring );
+ //v2_muls( (v2f){ 0.04f, 0.001f }, menu_opacity, menu_blurring );
+ v2_muls( (v2f){ 0.04f, 0.001f }, 0.0f, menu_blurring );
shader_blitblur_uOverrideDir( menu_blurring );
if( cl_view_id == 0 )
camera_finalize( &small_cam );
/* Draw player to window buffer and blend background ontop */
-
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
- draw_player( &small_cam );
+ 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 );
+ world_instance *view_world = localplayer.viewable_world;
+ render_world( view_world, &main_camera );
- int player_transparent = !(player.is_dead || freecam),
- player_draw = !cl_menu;
+ 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 )
- draw_player( &main_camera );
+ 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();
VG_STATIC void render_menu(void)
{
glClear( GL_DEPTH_BUFFER_BIT );
+#if 0
menu_render( &main_camera );
+#endif
}
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.phys.on_board )
+
+ 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
+
+ /* 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;
main_camera.nearz = 0.1f;
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 );
render_scene();
present_view_with_post_processing();
+#if 0
if( cl_menu )
{
render_menu();
render_player_transparent();
}
+#endif
/* =========== End Frame =========== */
}
VG_STATIC void run_light_widget( struct light_widget *lw );
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();
}
+#endif
//glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
if( cl_ui )
{
- render_world_routes_ui();
+ render_world_routes_ui( world );
}
//glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
audio_debug_soundscapes();
render_view_framebuffer_ui();
+
+#if 0
player_physics_gui();
+#endif
}
VG_STATIC void run_light_widget( struct light_widget *lw )
VG_STATIC void run_debug_info(void)
{
+#if 0
char buf[40];
- snprintf( buf, 40, "%.2fm/s", v3_length( player.phys.rb.v ) );
+ snprintf( buf, 40, "%.2fm/s", v3_length( player.rb.v ) );
ui_text( (ui_px [2]){ 0, 0 }, buf, 1, k_text_align_left );
snprintf( buf, 40, "%.2f %.2f %.2f m/s",
ui_text( (ui_px [2]){ 0, 60 },
"Gamepad not ready", 1, k_text_align_left );
}
+#endif
}