X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=main.c;h=7495ff34d9b5368422934a50063a89a64c2d8cdc;hb=ba5f879f85b9cab1e2b37241399d79709fe4f584;hp=8c1ddef2811b537bcbec692426b676fa8f056ec7;hpb=d045af680c6b8ca267a7aded69e2e510e659d2ab;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/main.c b/main.c index 8c1ddef..7495ff3 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 @@ -28,17 +29,16 @@ static int sv_scene = 0; #include "steam.h" #include "network.h" -#include "road.h" +#include "model.h" +//#include "road.h" #include "scene.h" -#include "ik.h" +//#include "ik.h" #include "audio.h" -#include "terrain.h" -#include "character.h" +//#include "terrain.h" +//#include "character.h" #include "ragdoll.h" #include "rigidbody.h" #include "render.h" -#include "gate.h" -#include "water.h" #include "world.h" #include "player.h" @@ -47,6 +47,10 @@ static int sv_scene = 0; #include "shaders/unlit.h" #include "physics_test.h" +#include "anim_test.h" + +#include "gate.h" +#include "water.h" void vg_register(void) { @@ -84,6 +88,7 @@ vg_tex2d *texture_list[] = int main( int argc, char *argv[] ) { + highscores_init( 2000, 50 ); vg_init( argc, argv, "Voyager Game Engine" ); } @@ -135,6 +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, @@ -143,6 +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, @@ -184,7 +229,7 @@ void vg_start(void) if( sv_scene == 0 ) { - character_load( &player.mdl, "ch_default" ); + character_load( &player.mdl, "ch_new" ); character_init_ragdoll( &player.mdl ); world_load(); @@ -194,11 +239,14 @@ void vg_start(void) network_init(); } - else + else if( sv_scene == 1 ) { physics_test_start(); } - + else if( sv_scene == 2 ) + { + anim_test_start(); + } } void vg_free(void) @@ -207,6 +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) @@ -230,6 +281,10 @@ void vg_update(void) { physics_test_update(); } + else if( sv_scene == 2 ) + { + anim_test_update(); + } } static void vg_framebuffer_resize( int w, int h ) @@ -255,7 +310,7 @@ static void render_main_game(void) m4x4f world_4x4; m4x3_expand( player.camera_inverse, world_4x4 ); - gpipeline.fov = freecam? 60.0f: 135.0f; /* 120 */ + 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 ); @@ -267,8 +322,12 @@ static void render_main_game(void) /* * Draw world */ + + int draw_solid = player.is_dead | freecam; render_world( vg_pv, player.camera ); + if( draw_solid ) + draw_player(); render_water_texture( player.camera ); glBindFramebuffer( GL_FRAMEBUFFER, 0 ); @@ -294,14 +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 * @@ -347,6 +406,10 @@ void vg_render(void) { physics_test_render(); } + else if( sv_scene == 2 ) + { + anim_test_render( &tex_characters ); + } #endif } @@ -436,8 +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;