X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=main.c;h=0d4ee25781014e1026cd45c90721130aab2cbafb;hb=5ecf9cca8b5b9bf876d7e7c7fde03d5b187bb42b;hp=fb53847515fe81382283495ec14ec71944506ad7;hpb=c2d67378dd5c82de50b8fbbbe222ec6be2da4eee;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/main.c b/main.c index fb53847..0d4ee25 100644 --- a/main.c +++ b/main.c @@ -40,7 +40,7 @@ static void highscores_save_at_exit(void*_) highscores_free(); } -int vg_preload(void) +void vg_preload(void) { vg_convar_push( (struct vg_convar){ .name = "cl_ui", @@ -50,51 +50,39 @@ int vg_preload(void) .persistent = 1 }); -vg_info(" Copyright . . . -----, ,----- ,---. .---. " ); -vg_info(" 2021-2022 |\\ /| | / | | | | /| " ); -vg_info(" | \\ / | +-- / +----- +---' | / | " ); -vg_info(" | \\ / | | / | | \\ | / | " ); -vg_info(" | \\/ | | / | | \\ | / | " ); +vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" ); +vg_info(" 2021-2022 |\\ /| | / | | | | /| \n" ); +vg_info(" | \\ / | +-- / +----- +---' | / | \n" ); +vg_info(" | \\ / | | / | | \\ | / | \n" ); +vg_info(" | \\/ | | / | | \\ | / | \n" ); vg_info(" ' ' '--' [] '----- '----- ' ' '---' " - "SOFTWARE" ); + "SOFTWARE\n" ); highscores_init( 2000, 50 ); - if( !vg_loader_highwater( highscores_save_at_exit, NULL ) ) return 0; + vg_loader_highwater( NULL, highscores_save_at_exit, NULL ); vg_sleep_ms(200); - if( !steam_init() ) return 0; - if( !vg_loader_highwater( steam_end, NULL ) ) return 0; + steam_init(); + vg_loader_highwater( NULL, steam_end, NULL ); - if( !network_init() ) return 0; - if( !vg_loader_highwater( network_end, NULL ) ) return 0; - - return 1; + vg_loader_highwater( network_init, network_end, NULL ); } -int vg_load(void) +void vg_load(void) { - if( !render_init() ) return 0; - if( !vg_loader_highwater( render_free, NULL ) ) return 0; - - if( !world_init() ) return 0; - - if( !player_init() ) return 0; - if( !vg_loader_highwater( player_model_free, NULL ) ) return 0; - + vg_loader_highwater( render_init, render_free, NULL ); + vg_loader_highwater( world_init, world_free, NULL ); + vg_loader_highwater( player_init, NULL, NULL ); + if( !vg_bake_shaders() ) + vg_fatal_exit_loop( "Did not load all shaders" ); - if( !vg_bake_shaders() ) return 0; - - - if( !audio_init() ) return 0; - if( !vg_loader_highwater( audio_free, NULL ) ) return 0; + vg_loader_highwater( audio_init, audio_free, NULL ); /* FInal step */ world_load(); vg_console_load_autos(); - - return 1; } static void vg_start(void) @@ -118,11 +106,27 @@ void vg_update( int loaded ) { draw_origin_axis(); network_update(); - player_update(); + player_update_pre(); world_update( player.phys.rb.co ); } } +static void vg_update_fixed( int loaded ) +{ + if( loaded ) + { + player_update_fixed(); + } +} + +static void vg_update_post( int loaded ) +{ + if( loaded ) + { + player_update_post(); + } +} + static void vg_framebuffer_resize( int w, int h ) { render_fb_resize(); @@ -132,23 +136,15 @@ static void vg_framebuffer_resize( int w, int h ) static void render_main_game(void) { - /* TODO Breakup this & Gen */ -#if 0 - float speed = freecam? 0.0f: v3_length( player.phys.rb.v ); - v3f shake = { vg_randf()-0.5f, vg_randf()-0.5f, vg_randf()-0.5f }; - v3_muls( shake, speed*0.01f, shake ); -#endif - m4x4f world_4x4; m4x3_expand( player.camera_inverse, world_4x4 ); gpipeline.fov = freecam? 60.0f: 125.0f; /* 120 */ - m4x4_projection( vg_pv, gpipeline.fov, - (float)vg_window_x / (float)vg_window_y, + m4x4_projection( vg.pv, gpipeline.fov, + (float)vg.window_x / (float)vg.window_y, 0.02f, 2100.0f ); - m4x4_mul( vg_pv, world_4x4, vg_pv ); - + m4x4_mul( vg.pv, world_4x4, vg.pv ); glEnable( GL_DEPTH_TEST ); /* @@ -157,21 +153,21 @@ static void render_main_game(void) int draw_solid = player.is_dead | freecam; - render_world( vg_pv, player.camera ); + 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 ); + render_water_surface( vg.pv, player.camera ); - render_world_gates( vg_pv, player.phys.rb.co, player.camera ); + render_world_gates( vg.pv, player.phys.rb.co, player.camera ); /* 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, + glBlitFramebuffer( 0,0, vg.window_x, vg.window_y, + 0,0, vg.window_x, vg.window_y, GL_COLOR_BUFFER_BIT, GL_LINEAR ); @@ -186,10 +182,10 @@ static void render_main_game(void) if( !draw_solid ) { - m4x4_projection( vg_pv, gpipeline.fov, - (float)vg_window_x / (float)vg_window_y, + 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 ); + m4x4_mul( vg.pv, world_4x4, vg.pv ); draw_player(); } @@ -214,7 +210,7 @@ static void render_main_game(void) void vg_render(void) { glBindFramebuffer( GL_FRAMEBUFFER, 0 ); - glViewport( 0,0, vg_window_x, vg_window_y ); + glViewport( 0,0, vg.window_x, vg.window_y ); glDisable( GL_DEPTH_TEST ); glClearColor( 0.11f, 0.35f, 0.37f, 1.0f ); @@ -226,8 +222,8 @@ void vg_render(void) /* Other shite */ glDisable(GL_BLEND); glDisable( GL_DEPTH_TEST ); - vg_lines_drawall( (float *)vg_pv ); - glViewport( 0,0, vg_window_x, vg_window_y ); + vg_lines_drawall( (float *)vg.pv ); + glViewport( 0,0, vg.window_x, vg.window_y ); } void vg_ui(void) @@ -279,10 +275,6 @@ void vg_ui(void) audio_debug_soundscapes(); } -void vg_free(void) -{ -} - #if 0 static void run_light_widget( struct light_widget *lw ) {