latest
[carveJwlIkooP6JGAAIwe30JlM.git] / skaterift.c
index baa3b84c01a7887453807dead178322a2ba6281c..b72100a71e8a1da31eed74f41725eab2853d08ba 100644 (file)
@@ -2,7 +2,7 @@
  * =============================================================================
  *
  * Copyright  .        . .       -----, ,----- ,---.   .---.
- * 2021-2022  |\      /| |           /  |      |    | |    /|
+ * 2021-2023  |\      /| |           /  |      |    | |    /|
  *            | \    / | +--        /   +----- +---'  |   / |
  *            |  \  /  | |         /    |      |   \  |  /  |
  *            |   \/   | |        /     |      |    \ | /   |
@@ -23,7 +23,8 @@
 #include "menu.h"
 
 static int cl_ui      = 1,
-           cl_view_id = 0;
+           cl_view_id = 0,
+           cl_light_edit = 0;
 
 int main( int argc, char *argv[] )
 {
@@ -48,18 +49,26 @@ VG_STATIC void vg_preload(void)
 {
    g_conf_init();
 
-   vg_convar_push( (struct vg_convar){
+   vg_var_push( (struct vg_var){
       .name = "cl_ui",
       .data = &cl_ui,
-      .data_type = k_convar_dtype_i32,
+      .data_type = k_var_dtype_i32,
       .opt_i32 = { .min=0, .max=1, .clamp=1 },
       .persistent = 0
    });
 
-   vg_convar_push( (struct vg_convar){
+   vg_var_push( (struct vg_var){
       .name = "cl_view_id",
       .data = &cl_view_id,
-      .data_type = k_convar_dtype_i32,
+      .data_type = k_var_dtype_i32,
+      .opt_i32 = { .min=0, .max=1, .clamp=1 },
+      .persistent = 0
+   });
+
+   vg_var_push( (struct vg_var){
+      .name = "ledit",
+      .data = &cl_light_edit,
+      .data_type = k_var_dtype_i32,
       .opt_i32 = { .min=0, .max=1, .clamp=1 },
       .persistent = 0
    });
@@ -96,7 +105,7 @@ VG_STATIC void vg_load(void)
 
    /* 'systems' are completely loaded now */
    strcpy( world.world_name, "maps/mp_mtzero.mdl" );
-   strcpy( world.world_name, "maps/mp_gridmap.mdl" );
+   //strcpy( world.world_name, "maps/mp_gridmap.mdl" );
    world_load();
    vg_console_load_autos();
 }
@@ -158,22 +167,57 @@ VG_STATIC void present_view_with_post_processing(void)
    glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
    glBlendEquation(GL_FUNC_ADD);
 
-   shader_blitblur_use();
-   shader_blitblur_uTexMain( 0 );
-   shader_blitblur_uTexMotion( 1 );
-   shader_blitblur_uBlurStrength( cl_blur_strength / (vg.frame_delta*60.0f) );
+   if( cl_blur )
+   {
+      shader_blitblur_use();
+      shader_blitblur_uTexMain( 0 );
+      shader_blitblur_uTexMotion( 1 );
+      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 );
+      shader_blitblur_uOverrideDir( menu_blurring );
+
+      if( cl_view_id == 0 )
+         render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
+      else if( cl_view_id == 1 )
+         render_fb_bind_texture( gpipeline.fb_main, 1, 0 );
+      else
+         render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
 
-   if( cl_view_id == 0 )
-      render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
-   else if( cl_view_id == 1 )
-      render_fb_bind_texture( gpipeline.fb_main, 1, 0 );
+      render_fb_bind_texture( gpipeline.fb_main, 1, 1 );
+   }
    else
+   {
+      shader_blit_use();
+      shader_blit_uTexMain( 0 );
       render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
+   }
 
-   render_fb_bind_texture( gpipeline.fb_main, 1, 1 );
    render_fsquad();
 }
 
+VG_STATIC void render_player_transparent(void)
+{
+   static camera small_cam;      /* DOES NOT NEED TO BE STATIC BUT MINGW 
+                                    SAIS OTHERWISE */
+
+   m4x3_copy( main_camera.transform, small_cam.transform );
+
+   small_cam.fov = main_camera.fov;
+   small_cam.nearz = 0.05f;
+   small_cam.farz  = 60.0f;
+
+   camera_update_view( &small_cam );
+   camera_update_projection( &small_cam );
+   camera_finalize( &small_cam );
+
+   /* Draw player to window buffer and blend background ontop */
+
+   glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+   draw_player( &small_cam );
+}
+
 VG_STATIC void render_scene(void)
 {
    render_fb_bind( gpipeline.fb_main );
@@ -184,10 +228,20 @@ VG_STATIC void render_scene(void)
    glEnable( GL_DEPTH_TEST );
 
    render_world( &main_camera );
+
+   int player_transparent = !(player.is_dead || freecam),
+       player_draw        = !cl_menu;
+
+   if( !player_transparent && player_draw )
+      draw_player( &main_camera );
+
    render_water_texture( &main_camera );
    render_fb_bind( gpipeline.fb_main );
    render_water_surface( &main_camera );
    render_world_gates( &main_camera );
+
+   if( player_transparent && player_draw )
+      render_player_transparent();
 }
 
 VG_STATIC void render_menu(void)
@@ -196,31 +250,6 @@ VG_STATIC void render_menu(void)
    menu_render( &main_camera );
 }
 
-VG_STATIC void render_player_into_world(void)
-{
-   render_fb_bind( gpipeline.fb_main );
-   draw_player( &main_camera );
-}
-
-VG_STATIC void render_player_transparent(void)
-{
-   camera small_cam;
-   m4x3_copy( main_camera.transform, small_cam.transform );
-
-   small_cam.fov = main_camera.fov;
-   small_cam.nearz = 0.05f;
-   small_cam.farz  = 60.0f;
-
-   camera_update_view( &small_cam );
-   camera_update_projection( &small_cam );
-   camera_finalize( &small_cam );
-
-   /* Draw player to window buffer and blend background ontop */
-
-   glBindFramebuffer( GL_FRAMEBUFFER, 0 );
-   draw_player( &small_cam );
-}
-
 VG_STATIC void render_main_game(void)
 {
    static float fov = 60.0f;
@@ -243,15 +272,6 @@ VG_STATIC void render_main_game(void)
    /* ========== Begin Frame ========== */
 
    render_scene();
-   
-   if( !cl_menu )
-   {
-      if( player.is_dead | freecam )
-         render_player_into_world();
-      else
-         render_player_transparent();
-   }
-
    present_view_with_post_processing();
 
    if( cl_menu ) 
@@ -282,17 +302,17 @@ VG_STATIC void vg_render(void)
    glViewport( 0,0, vg.window_x, vg.window_y );
 }
 
+VG_STATIC void run_light_widget( struct light_widget *lw );
 VG_STATIC void vg_ui(void)
 {
    menu_crap_ui();
 
-#if 0
-   if( lightedit )
+   if( cl_light_edit )
    {
-      ui_global_ctx.cursor[0] = 10;
-      ui_global_ctx.cursor[1] = 10;
-      ui_global_ctx.cursor[2] = 200;
-      ui_global_ctx.cursor[3] = 20;
+      vg_uictx.cursor[0] = 10;
+      vg_uictx.cursor[1] = 10;
+      vg_uictx.cursor[2] = 200;
+      vg_uictx.cursor[3] = 20;
 
       struct ub_world_lighting *wl = &gpipeline.ub_world_lighting;
       struct ui_slider_vector 
@@ -304,24 +324,23 @@ VG_STATIC void vg_ui(void)
 
       for( int i=0; i<3; i++ )
          run_light_widget( &gpipeline.widgets[i] );
-
-      gui_text( ui_global_ctx.cursor, "Ambient", 1, 0 );
-      ui_global_ctx.cursor[1] += 16;
-      ui_slider_vector( &ui_global_ctx, &s5 );
-
-      gui_text( ui_global_ctx.cursor, "Shadows", 1, 0 );
-      ui_global_ctx.cursor[1] += 16;
-      ui_slider( &ui_global_ctx, &s8 );
-      ui_slider( &ui_global_ctx, &s9 );
-
-      gui_text( ui_global_ctx.cursor, "Misc", 1, 0 );
-      ui_global_ctx.cursor[1] += 16;
+      
+      ui_text( vg_uictx.cursor, "Ambient", 1, 0 );
+      vg_uictx.cursor[1] += 16;
+      ui_slider_vector( &s5 );
+
+      ui_text( vg_uictx.cursor, "Shadows", 1, 0 );
+      vg_uictx.cursor[1] += 16;
+      ui_slider( &s8 );
+      ui_slider( &s9 );
+
+      ui_text( vg_uictx.cursor, "Misc", 1, 0 );
+      vg_uictx.cursor[1] += 16;
       struct ui_checkbox c1 = {.data = &wl->g_light_preview};
-      ui_checkbox( &ui_global_ctx, &c1 );
+      ui_checkbox( &c1 );
 
       render_update_lighting_ub();
    }
-#endif
    
    //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
    if( cl_ui )
@@ -331,14 +350,15 @@ VG_STATIC void vg_ui(void)
    //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
    
    audio_debug_soundscapes();
+   render_view_framebuffer_ui();
+   player_physics_gui();
 }
 
-#if 0
 VG_STATIC void run_light_widget( struct light_widget *lw )
 {
    struct ui_checkbox c1 = { .data=&lw->enabled };
 
-   ui_checkbox( &ui_global_ctx, &c1 );
+   ui_checkbox( &c1 );
    
    if( lw->enabled )
    {
@@ -346,12 +366,11 @@ VG_STATIC void run_light_widget( struct light_widget *lw )
          colour = { .min=0.0f, .max=2.0f, .len=3, .data=lw->colour },
          dir    = { .min=-VG_PIf, .max=VG_PIf, .len=2, .data=lw->dir };
 
-      ui_slider_vector( &ui_global_ctx, &colour );
-      ui_global_ctx.cursor[1] += 4;
-      ui_slider_vector( &ui_global_ctx, &dir );
+      ui_slider_vector( &colour );
+      vg_uictx.cursor[1] += 4;
+      ui_slider_vector( &dir );
    }
 }
-#endif
 
 VG_STATIC void run_debug_info(void)
 {