X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;ds=sidebyside;f=main.c;h=c90a945622d62b46eb38cdaeaf22886999008343;hb=cedb92d590f4578a246a09a96c0fa0eda109d3c7;hp=76d06f60a3696a91fa60e698e86904b7fc173a83;hpb=def76bcdaea4e73faab70c60d8ee48a00f2fb48a;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/main.c b/main.c index 76d06f6..c90a945 100644 --- a/main.c +++ b/main.c @@ -18,9 +18,10 @@ static int debugview = 0; static int sv_debugcam = 0; static int lightedit = 0; static int sv_scene = 0; +static int cl_ui = 1; /* Components */ -//#define SR_NETWORKED +#define SR_NETWORKED /* uncomment this to run the game without any graphics being drawn */ //#define SR_NETWORK_TEST @@ -87,6 +88,7 @@ vg_tex2d *texture_list[] = int main( int argc, char *argv[] ) { + highscores_init( 2000, 50 ); vg_init( argc, argv, "Voyager Game Engine" ); } @@ -138,6 +140,14 @@ void vg_start(void) .persistent = 1 }); + 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 + }); + vg_convar_push( (struct vg_convar){ .name = "walk_speed", .data = &k_walkspeed, @@ -146,6 +156,38 @@ void vg_start(void) .persistent = 1 }); + vg_convar_push( (struct vg_convar){ + .name = "run_speed", + .data = &k_runspeed, + .data_type = k_convar_dtype_f32, + .opt_f32 = { .clamp = 0 }, + .persistent = 1 + }); + + vg_convar_push( (struct vg_convar){ + .name = "walk_accel", + .data = &k_walk_accel, + .data_type = k_convar_dtype_f32, + .opt_f32 = { .clamp = 0 }, + .persistent = 1 + }); + + vg_convar_push( (struct vg_convar){ + .name = "rd_floaty", + .data = &k_ragdoll_floatyiness, + .data_type = k_convar_dtype_f32, + .opt_f32 = { .clamp = 0 }, + .persistent = 1 + }); + + vg_convar_push( (struct vg_convar){ + .name = "rd_floatd", + .data = &k_ragdoll_floatydrag, + .data_type = k_convar_dtype_f32, + .opt_f32 = { .clamp = 0 }, + .persistent = 1 + }); + vg_convar_push( (struct vg_convar){ .name = "dt", .data = &ktimestep, @@ -213,6 +255,9 @@ void vg_free(void) vg_tex2d_free( texture_list, vg_list_size(texture_list) ); /* TODO: THE REST OF THE GOD DAMN FREEING STUFF */ steam_end(); + + highscores_serialize_all(); + highscores_free(); } void vg_update(void) @@ -277,16 +322,19 @@ static void render_main_game(void) /* * Draw world */ + + int draw_solid = player.is_dead | freecam; - draw_player(); render_world( vg_pv, player.camera ); + if( draw_solid ) + draw_player(); render_water_texture( player.camera ); glBindFramebuffer( GL_FRAMEBUFFER, 0 ); render_water_surface( vg_pv, player.camera ); vg_tex2d_bind( &tex_water, 1 ); /*TODO: ?*/ - render_world_gates( vg_pv, player.camera ); + render_world_gates( vg_pv, player.rb.co, player.camera ); /* Copy the RGB of what we have into the background buffer */ glBindFramebuffer( GL_READ_FRAMEBUFFER, 0 ); @@ -305,14 +353,14 @@ static void render_main_game(void) else glClear( GL_COLOR_BUFFER_BIT ); - if( !player.is_dead ) + if( !draw_solid ) { m4x4_projection( vg_pv, gpipeline.fov, (float)vg_window_x / (float)vg_window_y, 0.01f, 600.0f ); m4x4_mul( vg_pv, world_4x4, vg_pv ); + draw_player(); } - //draw_player(); /* Draw back in the background * @@ -451,8 +499,14 @@ void vg_ui(void) } //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE ); - render_world_routes_ui(); + if( cl_ui ) + { + render_world_routes_ui(); + } //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); + + audio_debug_soundscapes(); + world_audio_debug(); #if 0 static double last_b_press = 0.0;