* ' ' '--' [] '----- '----- ' ' '---' SOFTWARE
*
* =============================================================================
- *
- * register: shader register & init scheduling
- * init: initialization
- * update: logic
- * render: graphics
- * free: resource free
- *
*/
-#define VG_3D
-#define VG_STATIC static
-//#define VG_STATIC
-
-//#define VG_MINIMAL_TEST
-#ifndef VG_MINIMAL_TEST
-
#define SR_NETWORKED
#include "common.h"
vg_mem.use_libc_malloc = 0;
vg_set_mem_quota( 128*1024*1024 );
vg_enter( argc, argv, "Voyager Game Engine" );
+
+ return 0;
}
VG_STATIC void highscores_save_at_exit(void*_)
highscores_serialize_all();
}
-VG_STATIC void vg_preload(void)
+VG_STATIC void vg_launch_opt(void)
{
+}
+
+VG_STATIC void vg_preload(void)
+{
vg_convar_push( (struct vg_convar){
.name = "cl_ui",
.data = &cl_ui,
/* 'systems' are completely loaded now */
strcpy( world.world_name, "maps/mp_mtzero.mdl" );
+ strcpy( world.world_name, "maps/mp_gridmap.mdl" );
world_load();
vg_console_load_autos();
}
VG_STATIC void vg_render(void)
{
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+
glViewport( 0,0, vg.window_x, vg.window_y );
glDisable( GL_DEPTH_TEST );
render_main_game();
-
/* Other shite */
glDisable(GL_BLEND);
glDisable( GL_DEPTH_TEST );
player.phys.rb.co[0], player.phys.rb.co[1], player.phys.rb.co[2] );
ui_text( (ui_px [2]){ 0, 40 }, buf, 1, k_text_align_left );
- if( vg.gamepad_ready )
+ if( vg_input.controller_handle )
{
- for( int i=0; i<6; i++ )
+ for( int i=0; i<vg_list_size(vg_input.controller_axises); i++ )
{
- snprintf( buf, 40, "%.2f", vg.gamepad.axes[i] );
+ snprintf( buf, 40, "%.2f", vg_input.controller_axises[i] );
ui_text( (ui_px [2]){ 0, (i+3)*20 }, buf, 1, k_text_align_left );
}
}
"Gamepad not ready", 1, k_text_align_left );
}
}
-
-#else
-
-#define VG_TIMESTEP_FIXED (1.0/60.0)
-#define VG_3D
-#define VG_FRAMEBUFFER_RESIZE 1
-#include "vg/vg.h"
-
-int main( int argc, char *argv[] )
-{
- vg_prealloc_quota( 512*1024*1024 );
- vg_enter( argc, argv, "Voyager Game Engine" );
-}
-
-VG_STATIC void vg_preload(void)
-{
-vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" );
-vg_info(" 2021-2022 |\\ /| | / | | | | /| \n" );
-vg_info(" | \\ / | +-- / +----- +---' | / | \n" );
-vg_info(" | \\ / | | / | | \\ | / | \n" );
-vg_info(" | \\/ | | / | | \\ | / | \n" );
-vg_info(" ' ' '--' [] '----- '----- ' ' '---' "
- "SOFTWARE\n" );
-}
-
-VG_STATIC void vg_load(void)
-{
- vg_bake_shaders();
- vg_console_load_autos();
-}
-
-VG_STATIC void vg_start(void)
-{
-}
-
-VG_STATIC void vg_update( int loaded )
-{
-}
-
-VG_STATIC void vg_update_fixed( int loaded )
-{
-}
-
-VG_STATIC void vg_update_post( int loaded )
-{
-}
-
-VG_STATIC void vg_framebuffer_resize( int w, int h )
-{
-}
-
-VG_STATIC void vg_render(void)
-{
- glBindFramebuffer( GL_FRAMEBUFFER, 0 );
- glViewport( 0,0, vg.window_x, vg.window_y );
- glDisable( GL_DEPTH_TEST );
-
- glClearColor( 0.11f, 0.35f, 0.37f, 1.0f );
- glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
-
- /* Other shite */
- glDisable(GL_BLEND);
- glDisable( GL_DEPTH_TEST );
- vg_lines_drawall( (float *)vg.pv );
- glViewport( 0,0, vg.window_x, vg.window_y );
-}
-
-VG_STATIC void vg_ui(void)
-{
-}
-
-#endif