X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=main.c;h=def609d6c915b063db19fba3a135ea68c810261f;hb=dfee9022b3513fddec36f7ea70867ee5961a44da;hp=aaf58dc2ae0eb90649babd5e0a20729682a5f5bb;hpb=e36cb7e44611855d39ba84710a7007ca659e9cd5;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/main.c b/main.c index aaf58dc..def609d 100644 --- a/main.c +++ b/main.c @@ -59,17 +59,6 @@ int main( int argc, char *argv[] ) vg_init( argc, argv, "Voyager Game Engine" ); } -#if 0 -rigidbody mr_box = { - .bbx = {{ -1.0f, -0.25f, -0.25f }, { 1.0f, 0.25f, 0.25f }} -}; - -rigidbody mrs_box = { - .bbx = {{ -0.5f, -0.25f, -0.25f }, { 0.5f, 0.25f, 0.25f }} -}; - -#endif - static int playermodel( int argc, char const *argv[] ) { if( argc < 1 ) return 0; @@ -145,6 +134,11 @@ void vg_start(void) player_transform_update(); } +void vg_free(void) +{ + vg_tex2d_free( texture_list, vg_list_size(texture_list) ); +} + void vg_update(void) { player_update(); @@ -164,36 +158,12 @@ void vg_render(void) glDisable( GL_DEPTH_TEST ); glClearColor( 0.11f, 0.35f, 0.37f, 1.0f ); - glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); + glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT ); float speed = freecam? 0.0f: v3_length( player.v ); v3f shake = { vg_randf()-0.5f, vg_randf()-0.5f, vg_randf()-0.5f }; v3_muls( shake, speed*0.01f, shake ); - if( player.is_dead ) - { -#if 0 - v3f delta; - v3_sub( player.mdl.ragdoll[k_chpart_head].co, player.follow, delta ); - v3_normalize(delta); - - v3f follow_pos; - v3_muladds( player.mdl.ragdoll[k_chpart_head].co, delta, - -1.5f, follow_pos ); - v3_lerp( player.follow, follow_pos, 0.1f, player.follow ); - v3_negate( player.follow, final ); - - - float yaw = atan2f( delta[0], -delta[2] ); - float pitch = asinf( delta[1] ); - m4x3_rotate_x( world_matrix, -pitch ); - m4x3_rotate_y( world_matrix, yaw ); -#endif - } - else - { - } - m4x4f world_4x4; m4x3_expand( player.camera_inverse, world_4x4 ); @@ -218,7 +188,7 @@ void vg_render(void) render_water_texture( player.camera ); glBindFramebuffer( GL_FRAMEBUFFER, 0 ); - render_water_surface( vg_pv ); + render_water_surface( vg_pv, player.camera ); vg_tex2d_bind( &tex_water, 1 ); @@ -247,7 +217,11 @@ void vg_render(void) draw_player(); - /* Draw back in the background */ + /* Draw back in the background + * + * TODO: need to disable alpha write in the terrain shader so this works + * again. + */ glEnable(GL_BLEND); glDisable(GL_DEPTH_TEST); glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA); @@ -264,39 +238,6 @@ void vg_render(void) /* Other shite */ glDisable( GL_DEPTH_TEST ); vg_lines_drawall( (float *)vg_pv ); - - /* Debugger camera */ -#if 0 - glViewport( 0,0, 800, 800 ); - glClearColor( 0.1f, 0.0f, 0.2f, 1.0f ); - glClear( GL_DEPTH_BUFFER_BIT ); - - m4x3_identity( world_matrix ); - - v3f debugcam; - v3_negate( player.co, debugcam ); - debugcam[2] -= 2.0f; - debugcam[1] -= 0.7f; - - m4x3_translate( world_matrix, debugcam ); - m4x3_expand( world_matrix, world_4x4 ); - - m4x4_projection( vg_pv, - 100.0f, - (float)128.0f / (float)128.0f, - 0.1f, 1000.0f ); - m4x4_mul( vg_pv, world_4x4, vg_pv ); - - if(sv_debugcam) - { - glEnable( GL_DEPTH_TEST ); - draw_player(); - } -#endif - - glDisable( GL_DEPTH_TEST ); - vg_lines_drawall( (float *)vg_pv ); - glViewport( 0,0, vg_window_x, vg_window_y ); } @@ -329,5 +270,3 @@ void vg_ui(void) "Gamepad not ready", 1, k_text_align_left ); } } - -void vg_free(void){}