added scene_vert struct, result is good
[carveJwlIkooP6JGAAIwe30JlM.git] / skaterift.c
index be5d4d699f3cc5859eac179fb6c5bbc3e529fed3..c724906a2a1ff5c88da28825fb169648c8520cc4 100644 (file)
 #if 0
 #include "player.h"
 #else
+
+#include "player.h"
+VG_STATIC player_instance localplayer;
+
+#if 0
+
 #include "player_interface.h"
 #include "player_device_walk.h"
+#include "player_device_skate.h"
+#include "player_device_dead.h"
 #include "player_model.h"
 
+
 /* temp */
 VG_STATIC player_interface localplayer;
-VG_STATIC struct player_device_walk localplayer_walk;
+#endif
+
 VG_STATIC struct player_avatar localplayer_avatar;
 VG_STATIC glmesh localplayer_meshes[3];
+vg_tex2d localplayer_texture = { .path = "textures/ch_gradient.qoi" };
 
 #endif
 
@@ -48,7 +59,7 @@ 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;
@@ -64,6 +75,14 @@ VG_STATIC void vg_launch_opt(void)
 
 }
 
+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;
@@ -112,7 +131,7 @@ VG_STATIC int __respawn( int argc, const char *argv[] )
       rp = &world.spawns[0];
    }
 
-   player_spawn( &localplayer, rp );
+   player__spawn( &localplayer, rp );
    return 1;
 }
 
@@ -120,6 +139,8 @@ VG_STATIC void vg_preload(void)
 {
    g_conf_init();
 
+   common_var_temp();
+
    vg_var_push( (struct vg_var){
       .name = "cl_ui",
       .data = &cl_ui,
@@ -150,6 +171,12 @@ VG_STATIC void vg_preload(void)
       //.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" );
@@ -208,7 +235,7 @@ VG_STATIC void load_playermodels(void)
    shader_viewchar_register();
    vg_acquire_thread_sync();
    {
-      vg_tex2d_init( (vg_tex2d *[]){ &tex_characters }, 1 );
+      vg_tex2d_init( (vg_tex2d *[]){ &localplayer_texture }, 1 );
    }
    vg_release_thread_sync();
 }
@@ -227,12 +254,12 @@ VG_STATIC void vg_load(void)
    vg_loader_step( load_playermodels, NULL );
   
    /* player setup */
-   player_interface_create_player( &localplayer );
-   
+   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_device( &localplayer, &player_device_walk, &localplayer_walk );
+   player__use_avatar( &localplayer, &localplayer_avatar );
+   player__use_mesh( &localplayer, &localplayer_meshes[0] );
+   player__use_texture( &localplayer, &localplayer_texture );
+   player__bind( &localplayer );
 
    /* --------------------- */
 
@@ -273,7 +300,7 @@ VG_STATIC void vg_update(void)
          player_update_pre();
 #endif
 
-      player_pre_update( &localplayer );
+      player__pre_update( &localplayer );
       world_update( localplayer.rb.co );
    }
 }
@@ -289,7 +316,7 @@ VG_STATIC void vg_update_fixed(void)
       vehicle_update_fixed();
 #endif
 
-      player_update( &localplayer );
+      player__update( &localplayer );
    }
 }
 
@@ -308,7 +335,7 @@ VG_STATIC void vg_update_post(void)
       }
 #endif
 
-      player_post_update( &localplayer );
+      player__post_update( &localplayer );
 
 #if 0
       menu_update();
@@ -379,7 +406,7 @@ VG_STATIC void render_player_transparent(void)
 
    /* Draw player to window buffer and blend background ontop */
    glBindFramebuffer( GL_FRAMEBUFFER, 0 );
-   player_render( &small_cam, &localplayer );
+   player__render( &small_cam, &localplayer );
 }
 
 VG_STATIC void render_scene(void)
@@ -390,7 +417,6 @@ VG_STATIC void render_scene(void)
 
    /* Draw world */
    glEnable( GL_DEPTH_TEST );
-
    render_world( &main_camera );
 
 
@@ -398,8 +424,14 @@ VG_STATIC void render_scene(void)
    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 );
+      player__render( &main_camera, &localplayer );
 
    render_water_texture( &main_camera );
    render_fb_bind( gpipeline.fb_main );
@@ -439,7 +471,7 @@ VG_STATIC void render_main_game(void)
     * TODO: blend with camera from menu */
 
    /* FIXME: TEMP!! */
-   player_pre_render( &localplayer );
+   player__pre_render( &localplayer );
 
    v3_copy( localplayer.cam.pos, main_camera.pos );
    v3_copy( localplayer.cam.angles, main_camera.angles );
@@ -448,6 +480,18 @@ VG_STATIC void render_main_game(void)
    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 );
@@ -490,7 +534,7 @@ VG_STATIC void vg_render(void)
 VG_STATIC void run_light_widget( struct light_widget *lw );
 VG_STATIC void vg_ui(void)
 {
-   player_ui( &localplayer );
+   player__im_gui( &localplayer );
 
 #if 0
    menu_crap_ui();