*/
#define SR_NETWORKED
+#define VG_DEVWINDOW
#include "common.h"
#include "conf.h"
#include "steam.h"
#include "render.h"
#include "audio.h"
#include "world.h"
-
+#include "font.h"
#include "player.h"
-VG_STATIC player_instance localplayer;
+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" };
-
-
-
-
+player_instance *tmp_localplayer(void)
+{
+ return &localplayer;
+}
#include "network.h"
-
-#if 0
#include "menu.h"
-#endif
#include "vehicle.h"
static int cl_ui = 1,
- cl_view_id = 0,
cl_light_edit = 0;
int main( int argc, char *argv[] )
VG_STATIC int __respawn( int argc, const char *argv[] )
{
- struct respawn_point *rp = NULL, *r;
-
+ ent_spawn *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] ) )
- {
+ if( argc == 1 ){
+ for( u32 i=0; i<mdl_arrcount(&world->ent_spawn); i++ ){
+ r = mdl_arritm( &world->ent_spawn, i );
+ if( !strcmp( mdl_pstr(&world->meta, r->pstr_name),argv[0] ) ){
rp = r;
break;
}
vg_warn( "No spawn named '%s'\n", argv[0] );
}
- if( !rp )
- {
+ 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 );
+ for( u32 i=0; i<mdl_arrcount(&world->ent_spawn); i++ ){
+ r = mdl_arritm( &world->ent_spawn, i );
+ float d = v3_dist2( r->transform.co, localplayer.rb.co );
- vg_info( "Dist %s : %f\n", r->name, d );
- if( d < min_dist )
- {
+ if( d < min_dist ){
min_dist = d;
rp = r;
}
}
}
- if( !rp )
- {
+ if( !rp ){
vg_error( "No spawn found\n" );
- if( !world->spawn_count )
+ if( !mdl_arrcount(&world->ent_spawn) )
return 0;
- rp = &world->spawns[0];
+ rp = mdl_arritm( &world->ent_spawn, 0 );
}
player__spawn( &localplayer, rp );
.persistent = 0
});
- vg_var_push( (struct vg_var){
- .name = "cl_view_id",
- .data = &cl_view_id,
- .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,
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_open( &ctx_default, "models/ch_new.mdl", vg_mem.scratch );
+ mdl_load_metadata_block( &ctx_default, vg_mem.scratch );
+ mdl_load_mesh_block( &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_open( &ctx_outlaw, "models/ch_outlaw.mdl", vg_mem.scratch );
+ mdl_load_metadata_block( &ctx_outlaw, vg_mem.scratch );
+ mdl_load_mesh_block( &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_open( &ctx_jordan, "models/ch_jordan.mdl", vg_mem.scratch );
+ mdl_load_metadata_block( &ctx_jordan, vg_mem.scratch );
+ mdl_load_mesh_block( &ctx_jordan, vg_mem.scratch );
mdl_close( &ctx_jordan );
vg_acquire_thread_sync();
vg_release_thread_sync();
}
+void temp_update_playermodel(void){
+ player__use_mesh( &localplayer, &localplayer_meshes[cl_playermdl_id] );
+}
+
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( font3d_init, NULL );
+
+ font3d_load( &world_global.font, "models/rs_font.mdl", vg_mem.rtmemory );
+
//vg_loader_step( player_init, NULL );
//vg_loader_step( vehicle_init, NULL );
//
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_mesh( &localplayer, &localplayer_meshes[cl_playermdl_id] );
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 */
/* load home world */
- world_load( &world_global.worlds[0], "maps/mp_home.mdl" );
+ world_load( &world_global.worlds[0], "maps/mp_gridmap.mdl" );
+ //world_load( &world_global.worlds[0], "maps/mp_mtzero.mdl" );
+#if 0
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_load( &world_global.worlds[2], "maps/mp_mtzero.mdl" );
world_link_nonlocal_gates( 0, 2 );
+#endif
vg_console_load_autos();
}
{
steam_update();
- if( vg.is_loaded )
- {
+ if( vg.is_loaded ){
draw_origin_axis();
network_update();
player__pre_update( &localplayer );
world_update( get_active_world(), localplayer.rb.co );
+ audio_ambient_sprites_update( get_active_world(), localplayer.rb.co );
}
}
VG_STATIC void vg_update_fixed(void)
{
- if( vg.is_loaded )
- {
+ if( vg.is_loaded ){
#if 0
if( !gzoomer.inside )
player_update_fixed();
vehicle_update_fixed();
#endif
-
+ world_routes_fixedupdate( get_active_world() );
player__update( &localplayer );
}
}
player__post_update( &localplayer );
-#if 0
+
+ float inr3 = 0.57735027,
+ inr2 = 0.70710678118;
+
+ v3f sample_directions[] = {
+ { -1.0f, 0.0f, 0.0f },
+ { 1.0f, 0.0f, 0.0f },
+ { 0.0f, 0.0f, 1.0f },
+ { 0.0f, 0.0f, -1.0f },
+ { 0.0f, 1.0f, 0.0f },
+ { 0.0f, -1.0f, 0.0f },
+ { -inr3, inr3, inr3 },
+ { inr3, inr3, inr3 },
+ { -inr3, inr3, -inr3 },
+ { inr3, inr3, -inr3 },
+ { -inr2, 0.0f, inr2 },
+ { inr2, 0.0f, inr2 },
+ { -inr2, 0.0f, -inr2 },
+ { inr2, 0.0f, -inr2 },
+ };
+
+ static int si = 0;
+ static float distances[16];
+
+ ray_hit ray;
+ ray.dist = 5.0f;
+
+ v3f rc, rd, ro;
+ v3_copy( sample_directions[ si ], rd );
+ v3_add( localplayer.rb.co, (v3f){0.0f,1.5f,0.0f}, ro );
+ v3_copy( ro, rc );
+
+ float dist = 200.0f;
+
+ for( int i=0; i<10; i++ ){
+ if( ray_world( get_active_world(), rc, rd, &ray ) ){
+ dist = (float)i*5.0f + ray.dist;
+ break;
+ }
+ else{
+ v3_muladds( rc, rd, ray.dist, rc );
+ }
+ }
+
+ distances[si] = dist;
+
+
+ for( int i=0; i<14; i++ ){
+ if( distances[i] != 200.0f ){
+ u32 colours[] = { VG__RED, VG__BLUE, VG__GREEN,
+ VG__CYAN, VG__YELOW, VG__PINK,
+ VG__WHITE };
+
+ u32 colour = colours[i%7];
+
+ v3f p1;
+ v3_muladds( ro, sample_directions[i], distances[i], p1 );
+ vg_line( ro, p1, colour );
+ vg_line_pt3( p1, 0.1f, colour );
+ }
+ }
+
+ si ++;
+ if( si >= 14 )
+ si = 0;
+
+
+ /* FIXME: TEMP */
+ audio_lock();
+ vg_dsp.echo_distances[si] = dist;
+
+ v3f ears = { 1.0f,0.0f,0.0f };
+ m3x3_mulv( main_camera.transform, ears, ears );
+ v3_copy( ears, vg_audio.external_listener_ears );
+ v3_copy( main_camera.transform[3], vg_audio.external_listener_pos );
+
+ /* TODO: this is transformed back and fourth twice. */
+ if( localplayer.gate_waiting ){
+ m4x3_mulv( localplayer.gate_waiting->transport,
+ vg_audio.external_listener_pos,
+ vg_audio.external_listener_pos );
+ }
+
+ v3_copy( localplayer.rb.v, vg_audio.external_lister_velocity );
+ audio_unlock();
+
menu_update();
+#if 0
vehicle_update_post();
#endif
}
VG_STATIC void present_view_with_post_processing(void)
{
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+ glViewport( 0,0, vg.window_x, vg.window_y );
glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
glBlendEquation(GL_FUNC_ADD);
- if( cl_blur )
- {
+ v2f inverse;
+ render_fb_inverse_ratio( gpipeline.fb_main, inverse );
+
+ 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));
+ 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 }, 0.0f, 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 );
-
+ render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
render_fb_bind_texture( gpipeline.fb_main, 1, 1 );
}
- else
- {
+ else{
shader_blit_use();
shader_blit_uTexMain( 0 );
+ shader_blit_uInverseRatio( inverse );
render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
}
/* Draw player to window buffer and blend background ontop */
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+ glViewport( 0,0, vg.window_x, vg.window_y );
player__render( &small_cam, &localplayer );
}
VG_STATIC void render_scene(void)
{
- render_fb_bind( gpipeline.fb_main );
+ render_fb_bind( gpipeline.fb_main, 1 );
glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
glEnable( GL_DEPTH_TEST );
world_instance *view_world = localplayer.viewable_world;
- render_world( view_world, &main_camera );
- 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 )
- player__render( &main_camera, &localplayer );
+ if( view_world == NULL ){
+ glClearColor( 0.25f, 0.25f, 0.0f, 1.0f );
+ glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
+ return;
+ }
+ render_world( view_world, &main_camera, 0 );
- render_water_texture( view_world, &main_camera );
- render_fb_bind( gpipeline.fb_main );
+ render_water_texture( view_world, &main_camera, 0 );
+ render_fb_bind( gpipeline.fb_main, 1 );
render_water_surface( view_world, &main_camera );
- render_world_gates( view_world, &main_camera );
- if( player_transparent && player_draw )
- render_player_transparent();
-}
+ int depth = 1;
+ if( localplayer.gate_waiting ) depth = 0;
+ render_world_gates( view_world, &main_camera, depth );
-VG_STATIC void render_menu(void)
-{
- glClear( GL_DEPTH_BUFFER_BIT );
-#if 0
- menu_render( &main_camera );
-#endif
+ if( !cl_menu )
+ render_player_transparent();
}
VG_STATIC void render_main_game(void)
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;
+ 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.nearz = 0.1f;
main_camera.farz = 2100.0f;
camera_update_transform( &main_camera );
- if( localplayer.gate_waiting )
- {
+ if( localplayer.gate_waiting ){
m3x3_mul( localplayer.basis_gate, main_camera.transform,
main_camera.transform );
}
- else
- {
+ 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 );
/* ========== Begin Frame ========== */
render_scene();
- present_view_with_post_processing();
-#if 0
- if( cl_menu )
- {
- render_menu();
+ if( cl_menu ) {
+ glClear( GL_DEPTH_BUFFER_BIT );
+ menu_render_bg();
+ glEnable( GL_DEPTH_TEST );
render_player_transparent();
}
-#endif
+
+ present_view_with_post_processing();
+
+ if( cl_menu )
+ menu_render_fg( &main_camera );
/* =========== End Frame =========== */
}
glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
render_main_game();
+
+ m4x4_copy( main_camera.mtx.pv, vg.pv );
/* Other shite */
glDisable(GL_BLEND);
- glDisable( GL_DEPTH_TEST );
- vg_lines_drawall( (float *)main_camera.mtx.pv );
+ glDisable(GL_DEPTH_TEST);
+ vg_lines_drawall();
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)
{
+#if 0
player__im_gui( &localplayer );
+#endif
world_instance *world = get_active_world();
-
-#if 0
menu_crap_ui();
-#endif
-
-#if 0
- if( cl_light_edit )
- {
- 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
- s5 = { .min=0.0f, .max=2.0f, .len=3, .data=wl->g_ambient_colour };
-
- struct ui_slider
- s8 = { .min=0.0f, .max=2.0f, .data = &gpipeline.shadow_spread },
- s9 = { .min=0.0f, .max=25.0f, .data = &gpipeline.shadow_length };
-
- for( int i=0; i<3; i++ )
- run_light_widget( &gpipeline.widgets[i] );
-
- 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( &c1 );
-
- render_update_lighting_ub();
- }
-#endif
- //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
- if( cl_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 )
-{
- struct ui_checkbox c1 = { .data=&lw->enabled };
-
- ui_checkbox( &c1 );
-
- if( lw->enabled )
- {
- struct ui_slider_vector
- 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( &colour );
- vg_uictx.cursor[1] += 4;
- ui_slider_vector( &dir );
- }
-}
-
-VG_STATIC void run_debug_info(void)
-{
-#if 0
- char buf[40];
-
- 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",
- player.phys.a[0], player.phys.a[1], player.phys.a[2] );
- ui_text( (ui_px [2]){ 0, 20 }, buf, 1, k_text_align_left );
-
- snprintf( buf, 40, "pos %.2f %.2f %.2f",
- 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_input.controller_handle )
- {
- for( int i=0; i<vg_list_size(vg_input.controller_axises); 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 );
- }
- }
- else
- {
- ui_text( (ui_px [2]){ 0, 60 },
- "Gamepad not ready", 1, k_text_align_left );
- }
-#endif
}