X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;ds=sidebyside;f=main.c;h=61bd6dfcd15f94ad2dfbb8d6b672b11baa798eb0;hb=06e35432f5cf2b4e9ad2f537393511867f64d29a;hp=5cce7212576503b23c7f69a662b703281fc86bce;hpb=d5405f24a854aff8b76bb126492f2c18bc874270;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/main.c b/main.c index 5cce721..61bd6df 100644 --- a/main.c +++ b/main.c @@ -27,9 +27,9 @@ #include "world.h" #include "player.h" #include "network.h" +#include "menu.h" -static int cl_ui = 1, - cl_menu = 0; +static int cl_ui = 1; int main( int argc, char *argv[] ) { @@ -70,13 +70,13 @@ vg_info(" ' ' '--' [] '----- '----- ' ' '---' " steam_init(); vg_loader_highwater( NULL, steam_end, NULL ); - vg_loader_highwater( network_init, network_end, NULL ); } void vg_load(void) { vg_loader_highwater( render_init, render_free, NULL ); + vg_loader_highwater( menu_init, menu_free, NULL ); vg_loader_highwater( world_init, world_free, NULL ); vg_loader_highwater( player_init, NULL, NULL ); @@ -92,7 +92,7 @@ void vg_load(void) static void vg_start(void) { - player_load_model( "ch_outlaw" ); + player_load_model( "ch_jordan", 0 ); reset_player( 1, (const char *[]){ "start" } ); } @@ -111,14 +111,10 @@ void vg_update( int loaded ) { draw_origin_axis(); network_update(); + player_update_pre(); world_update( player.phys.rb.co ); } - - if( vg_get_button_down( "menu" ) ) - { - cl_menu = !cl_menu; - } } static void vg_update_fixed( int loaded ) @@ -134,6 +130,7 @@ static void vg_update_post( int loaded ) if( loaded ) { player_update_post(); + menu_update(); } } @@ -147,16 +144,23 @@ static void vg_framebuffer_resize( int w, int h ) static void render_main_game(void) { m4x4f world_4x4; - m4x3_expand( player.camera_inverse, world_4x4 ); + m4x3_expand( camera_mtx_inverse, world_4x4 ); static float fov = 97.0f; - float fov_target = player.phys.on_board? 125.0f: 108.0f; - fov = vg_lerpf( fov, fov_target, vg.time_delta * 2.0f ); + + float fov_target = 108.0f; + if( player.phys.on_board ) + fov_target = 125.0f; + + if( cl_menu ) + fov_target = menu_fov_target; + + fov = vg_lerpf( fov, fov_target, vg.frame_delta * 2.0f ); gpipeline.fov = freecam? 60.0f: fov; /* 120 */ m4x4_projection( vg.pv, gpipeline.fov, (float)vg.window_x / (float)vg.window_y, - 0.02f, 2100.0f ); + 0.1f, 2100.0f ); m4x4_mul( vg.pv, world_4x4, vg.pv ); glEnable( GL_DEPTH_TEST ); @@ -167,15 +171,21 @@ static void render_main_game(void) int draw_solid = player.is_dead | freecam; - render_world( vg.pv, player.camera ); + render_world( vg.pv, camera_mtx ); if( draw_solid ) - draw_player(); - render_water_texture( player.camera ); + draw_player( camera_mtx ); + + render_water_texture( camera_mtx ); glBindFramebuffer( GL_FRAMEBUFFER, 0 ); - render_water_surface( vg.pv, player.camera ); + render_water_surface( vg.pv, camera_mtx ); + render_world_gates( vg.pv, player.phys.rb.co, camera_mtx ); - render_world_gates( vg.pv, player.phys.rb.co, player.camera ); + 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 ); @@ -198,9 +208,9 @@ static void render_main_game(void) { m4x4_projection( vg.pv, gpipeline.fov, (float)vg.window_x / (float)vg.window_y, - 0.01f, 600.0f ); + 0.05f, 60.0f ); m4x4_mul( vg.pv, world_4x4, vg.pv ); - draw_player(); + draw_player( camera_mtx ); } /* Draw back in the background @@ -242,6 +252,7 @@ void vg_render(void) void vg_ui(void) { +#if 0 if( cl_menu ) { ui_rect menu = @@ -275,7 +286,6 @@ void vg_ui(void) } } -#if 0 if( lightedit ) { ui_global_ctx.cursor[0] = 10;