X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=main.c;h=61bd6dfcd15f94ad2dfbb8d6b672b11baa798eb0;hb=06e35432f5cf2b4e9ad2f537393511867f64d29a;hp=0d4ee25781014e1026cd45c90721130aab2cbafb;hpb=a98ce96041b248580c0447bf87d4c6106483cade;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/main.c b/main.c index 0d4ee25..61bd6df 100644 --- a/main.c +++ b/main.c @@ -26,11 +26,13 @@ #include "audio.h" #include "world.h" #include "player.h" +#include "network.h" +#include "menu.h" -static int cl_ui = 1; +static int cl_ui = 1; int main( int argc, char *argv[] ) -{ +{ vg_enter( argc, argv, "Voyager Game Engine" ); } @@ -59,19 +61,22 @@ vg_info(" ' ' '--' [] '----- '----- ' ' '---' " "SOFTWARE\n" ); highscores_init( 2000, 50 ); + if( !highscores_read() ) + highscores_create_db(); + vg_loader_highwater( NULL, highscores_save_at_exit, NULL ); vg_sleep_ms(200); 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 ); @@ -87,7 +92,7 @@ void vg_load(void) static void vg_start(void) { - player_load_model( "ch_new" ); + player_load_model( "ch_jordan", 0 ); reset_player( 1, (const char *[]){ "start" } ); } @@ -106,6 +111,7 @@ void vg_update( int loaded ) { draw_origin_axis(); network_update(); + player_update_pre(); world_update( player.phys.rb.co ); } @@ -124,6 +130,7 @@ static void vg_update_post( int loaded ) if( loaded ) { player_update_post(); + menu_update(); } } @@ -137,12 +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; - gpipeline.fov = freecam? 60.0f: 125.0f; /* 120 */ + 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 ); @@ -153,15 +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 ); @@ -184,9 +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 @@ -229,6 +253,39 @@ void vg_render(void) void vg_ui(void) { #if 0 + if( cl_menu ) + { + ui_rect menu = + { + vg.window_x / 2 - 150, + vg.window_y / 2 - 50, + 300, + 130 + }; + + ui_fill_rect( &ui_global_ctx, menu, 0xa0000000 ); + + ui_text( &ui_global_ctx, (ui_rect){ menu[0]+menu[2]/2,menu[1]+6, 0, 0 }, + steam_username_at_startup, + 1, k_text_align_center ); + menu[1] += 24; + menu[3] -= 30; + + ui_rect_pad( menu, 8 ); + ui_fill_rect( &ui_global_ctx, menu, 0x90ffffff ); + ui_rect_pad( menu, 2 ); + ui_fill_rect( &ui_global_ctx, menu, 0xa0000000 ); + + menu[1] += 32; + ui_text( &ui_global_ctx, (ui_rect){ menu[0]+menu[2]/2,menu[1], 0, 0 }, + "Exit", 2, k_text_align_center ); + + if( vg_get_button_down( "jump" ) ) + { + glfwSetWindowShouldClose( vg.window, 1 ); + } + } + if( lightedit ) { ui_global_ctx.cursor[0] = 10;