X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=main.c;h=61bd6dfcd15f94ad2dfbb8d6b672b11baa798eb0;hb=06e35432f5cf2b4e9ad2f537393511867f64d29a;hp=fb53847515fe81382283495ec14ec71944506ad7;hpb=c2d67378dd5c82de50b8fbbbe222ec6be2da4eee;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/main.c b/main.c index fb53847..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" ); } @@ -40,7 +42,7 @@ 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", @@ -50,56 +52,47 @@ 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_sleep_ms(200); + if( !highscores_read() ) + highscores_create_db(); - if( !steam_init() ) return 0; - if( !vg_loader_highwater( steam_end, NULL ) ) return 0; + vg_loader_highwater( NULL, highscores_save_at_exit, NULL ); - if( !network_init() ) return 0; - if( !vg_loader_highwater( network_end, NULL ) ) return 0; + vg_sleep_ms(200); - return 1; + steam_init(); + vg_loader_highwater( NULL, steam_end, NULL ); + 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( menu_init, menu_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) { - player_load_model( "ch_new" ); + player_load_model( "ch_jordan", 0 ); reset_player( 1, (const char *[]){ "start" } ); } @@ -118,11 +111,29 @@ 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(); + menu_update(); + } +} + static void vg_framebuffer_resize( int w, int h ) { render_fb_resize(); @@ -132,23 +143,26 @@ 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 ); + m4x3_expand( camera_mtx_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, - 0.02f, 2100.0f ); + static float fov = 97.0f; - m4x4_mul( vg_pv, world_4x4, vg_pv ); + 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, + 0.1f, 2100.0f ); + + m4x4_mul( vg.pv, world_4x4, vg.pv ); glEnable( GL_DEPTH_TEST ); /* @@ -157,21 +171,27 @@ 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 ); 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 ); @@ -186,11 +206,11 @@ static void render_main_game(void) 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(); + m4x4_projection( vg.pv, gpipeline.fov, + (float)vg.window_x / (float)vg.window_y, + 0.05f, 60.0f ); + m4x4_mul( vg.pv, world_4x4, vg.pv ); + draw_player( camera_mtx ); } /* Draw back in the background @@ -214,7 +234,7 @@ 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 ); @@ -226,13 +246,46 @@ 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) { #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; @@ -279,10 +332,6 @@ void vg_ui(void) audio_debug_soundscapes(); } -void vg_free(void) -{ -} - #if 0 static void run_light_widget( struct light_widget *lw ) {