*/
#define SR_NETWORKED
-
#include "common.h"
+#include "conf.h"
#include "steam.h"
#include "render.h"
#include "audio.h"
#include "network.h"
#include "menu.h"
-static int cl_ui = 1;
+static int cl_ui = 1,
+ cl_view_id = 0;
int main( int argc, char *argv[] )
{
VG_STATIC void vg_preload(void)
{
+ g_conf_init();
+
vg_convar_push( (struct vg_convar){
.name = "cl_ui",
.data = &cl_ui,
.data_type = k_convar_dtype_i32,
.opt_i32 = { .min=0, .max=1, .clamp=1 },
- .persistent = 1
+ .persistent = 0
});
vg_convar_push( (struct vg_convar){
- .name = "cl_fov",
- .data = &g_fov_option,
- .data_type = k_convar_dtype_f32,
- .opt_f32 = { .clamp = 0 },
- .persistent = 1
+ .name = "cl_view_id",
+ .data = &cl_view_id,
+ .data_type = k_convar_dtype_i32,
+ .opt_i32 = { .min=0, .max=1, .clamp=1 },
+ .persistent = 0
});
vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" );
VG_STATIC void vg_framebuffer_resize( int w, int h )
{
render_fb_resize();
- water_fb_resize();
}
-VG_STATIC void render_main_game(void)
+VG_STATIC void present_view_with_post_processing(void)
{
- m4x4f world_4x4;
- m4x3_expand( camera_mtx_inverse, world_4x4 );
-
- static float fov = 60.0f;
+ glBindFramebuffer( GL_FRAMEBUFFER, 0 );
- float fov_target = vg_lerpf( 90.0f, 110.0f, g_fov_option );
+ glEnable(GL_BLEND);
+ glDisable(GL_DEPTH_TEST);
+ glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
+ glBlendEquation(GL_FUNC_ADD);
- if( player.phys.on_board )
- fov_target = vg_lerpf( 97.0f, 135.0f, g_fov_option );
+ shader_blitblur_use();
+ shader_blitblur_uTexMain( 0 );
+ shader_blitblur_uTexMotion( 1 );
+ shader_blitblur_uBlurStrength( cl_blur_strength / (vg.frame_delta*60.0f) );
- if( cl_menu )
- fov_target = menu_fov_target;
+ 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 );
- fov = vg_lerpf( fov, fov_target, vg.frame_delta * 2.0f );
+ render_fb_bind_texture( gpipeline.fb_main, 1, 1 );
+ render_fsquad();
+}
- gpipeline.fov = freecam? 60.0f: fov; /* 120 */
- m4x4_projection( vg.pv, gpipeline.fov,
- (float)vg.window_x / (float)vg.window_y,
- 0.1f, 2100.0f );
+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 );
- m4x4_mul( vg.pv, world_4x4, vg.pv );
+ /* Draw world */
glEnable( GL_DEPTH_TEST );
-
- /*
- * Draw world
- */
- int draw_solid = player.is_dead | freecam;
- render_world( vg.pv, camera_mtx );
+ render_world( &main_camera );
+ render_water_texture( &main_camera );
+ render_fb_bind( gpipeline.fb_main );
+ render_water_surface( &main_camera );
+ render_world_gates( &main_camera );
+}
+
+VG_STATIC void render_menu(void)
+{
+ glClear( GL_DEPTH_BUFFER_BIT );
+ 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;
- if( draw_solid )
- draw_player( camera_mtx );
+ camera_update_view( &small_cam );
+ camera_update_projection( &small_cam );
+ camera_finalize( &small_cam );
- render_water_texture( camera_mtx );
+ /* Draw player to window buffer and blend background ontop */
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
- render_water_surface( vg.pv, camera_mtx );
- render_world_gates( vg.pv, player.phys.rb.co, camera_mtx );
+ draw_player( &small_cam );
+}
+VG_STATIC void render_main_game(void)
+{
+ static float fov = 60.0f;
+ float fov_target = vg_lerpf( 90.0f, 110.0f, cl_fov );
+ if( player.phys.on_board )
+ fov_target = vg_lerpf( 97.0f, 135.0f, cl_fov );
if( cl_menu )
- {
- glClear( GL_DEPTH_BUFFER_BIT );
- menu_render( vg.pv );
- }
-
- /* Copy the RGB of what we have into the background buffer */
- glBindFramebuffer( GL_READ_FRAMEBUFFER, 0 );
- glBindFramebuffer( GL_DRAW_FRAMEBUFFER, gpipeline.fb_background );
- glBlitFramebuffer( 0,0, vg.window_x, vg.window_y,
- 0,0, vg.window_x, vg.window_y,
- GL_COLOR_BUFFER_BIT,
- GL_LINEAR );
-
- /* Clear out the colour buffer, but keep depth */
- glBindFramebuffer( GL_FRAMEBUFFER, 0 );
- glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
+ fov_target = menu_fov_target;
+ fov = vg_lerpf( fov, fov_target, vg.frame_delta * 2.0f );
+ fov = freecam? 60.0f: fov;
- if( !player.is_dead )
- glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
- else
- glClear( GL_COLOR_BUFFER_BIT );
+ main_camera.fov = fov;
+ main_camera.nearz = 0.1f;
+ main_camera.farz = 2100.0f;
+
+ camera_update_view( &main_camera );
+ camera_update_projection( &main_camera );
+ camera_finalize( &main_camera );
+
+ /* ========== Begin Frame ========== */
+
+ render_scene();
- if( !draw_solid )
+ if( !cl_menu )
{
- m4x4_projection( vg.pv, gpipeline.fov,
- (float)vg.window_x / (float)vg.window_y,
- 0.05f, 60.0f );
- m4x4_mul( vg.pv, world_4x4, vg.pv );
- draw_player( camera_mtx );
+ if( player.is_dead | freecam )
+ render_player_into_world();
+ else
+ render_player_transparent();
}
- /* Draw back in the background
- *
- * TODO: need to disable alpha write in the terrain shader so this works
- * again.
- */
- glEnable(GL_BLEND);
- glDisable(GL_DEPTH_TEST);
- glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
- glBlendEquation(GL_FUNC_ADD);
-
- shader_blit_use();
- shader_blit_uTexMain( 0 );
- glActiveTexture(GL_TEXTURE0);
- glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background );
+ present_view_with_post_processing();
- render_fsquad();
+ if( cl_menu )
+ {
+ render_menu();
+ render_player_transparent();
+ }
+
+ /* =========== End Frame =========== */
}
VG_STATIC void vg_render(void)
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 );
+ glClearColor( 1.0f, 0.0f, 0.0f, 0.0f );
+ glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
render_main_game();
/* Other shite */
glDisable(GL_BLEND);
glDisable( GL_DEPTH_TEST );
- vg_lines_drawall( (float *)vg.pv );
+ vg_lines_drawall( (float *)main_camera.mtx.pv );
glViewport( 0,0, vg.window_x, vg.window_y );
}