X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=skaterift.c;h=00dbb110fa1a78279df0b2ff463c20c6afb5fd45;hb=49f76c732d2c4ba2f7f772656831f1855521417c;hp=1851a73af538d7b23cbcbc57a2bc15e1434e2995;hpb=33de52d9660ab86caafdd0ae4abb496dbc072778;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/skaterift.c b/skaterift.c index 1851a73..00dbb11 100644 --- a/skaterift.c +++ b/skaterift.c @@ -19,37 +19,21 @@ #include "audio.h" #include "world.h" -#if 0 -#include "player.h" -#else - -#include "player.h" -VG_STATIC player_instance localplayer; - -#if 0 -#include "player_interface.h" -#include "player_device_walk.h" -#include "player_device_skate.h" -#include "player_device_dead.h" -#include "player_model.h" - - -/* temp */ -VG_STATIC player_interface localplayer; -#endif +#include "player.h" +static player_instance localplayer; VG_STATIC struct player_avatar localplayer_avatar; VG_STATIC glmesh localplayer_meshes[3]; vg_tex2d localplayer_texture = { .path = "textures/ch_gradient.qoi" }; -#endif +player_instance *tmp_localplayer(void) +{ + return &localplayer; +} #include "network.h" - -#if 0 #include "menu.h" -#endif #include "vehicle.h" static int cl_ui = 1, @@ -85,15 +69,13 @@ VG_STATIC int __kill( int argc, const char *argv[] ) VG_STATIC int __respawn( int argc, const char *argv[] ) { - struct respawn_point *rp = NULL, *r; + ent_spawn *rp = NULL, *r; + world_instance *world = get_active_world(); - if( argc == 1 ) - { - for( int i=0; iname, argv[0] ) ) - { + if( argc == 1 ){ + for( u32 i=0; ient_spawn); i++ ){ + r = mdl_arritm( &world->ent_spawn, i ); + if( !strcmp( mdl_pstr(&world->meta, r->pstr_name),argv[0] ) ){ rp = r; break; } @@ -103,32 +85,27 @@ VG_STATIC int __respawn( int argc, const char *argv[] ) vg_warn( "No spawn named '%s'\n", argv[0] ); } - if( !rp ) - { + if( !rp ){ float min_dist = INFINITY; - for( int i=0; ico, localplayer.rb.co ); + for( u32 i=0; ient_spawn); i++ ){ + r = mdl_arritm( &world->ent_spawn, i ); + float d = v3_dist2( r->transform.co, localplayer.rb.co ); - vg_info( "Dist %s : %f\n", r->name, d ); - if( d < min_dist ) - { + if( d < min_dist ){ min_dist = d; rp = r; } } } - if( !rp ) - { + if( !rp ){ vg_error( "No spawn found\n" ); - if( !world.spawn_count ) + if( !mdl_arrcount(&world->ent_spawn) ) return 0; - rp = &world.spawns[0]; + rp = mdl_arritm( &world->ent_spawn, 0 ); } player__spawn( &localplayer, rp ); @@ -208,19 +185,19 @@ VG_STATIC void load_playermodels(void) ctx_outlaw, ctx_jordan; - mdl_open( &ctx_default, "models/ch_new.mdl" ); - mdl_load_metadata( &ctx_default, vg_mem.scratch ); - mdl_load_mesh_data( &ctx_default, vg_mem.scratch ); + mdl_open( &ctx_default, "models/ch_new.mdl", vg_mem.scratch ); + mdl_load_metadata_block( &ctx_default, vg_mem.scratch ); + mdl_load_mesh_block( &ctx_default, vg_mem.scratch ); mdl_close( &ctx_default ); - mdl_open( &ctx_outlaw, "models/ch_outlaw.mdl" ); - mdl_load_metadata( &ctx_outlaw, vg_mem.scratch ); - mdl_load_mesh_data( &ctx_outlaw, vg_mem.scratch ); + mdl_open( &ctx_outlaw, "models/ch_outlaw.mdl", vg_mem.scratch ); + mdl_load_metadata_block( &ctx_outlaw, vg_mem.scratch ); + mdl_load_mesh_block( &ctx_outlaw, vg_mem.scratch ); mdl_close( &ctx_outlaw ); - mdl_open( &ctx_jordan, "models/ch_jordan.mdl" ); - mdl_load_metadata( &ctx_jordan, vg_mem.scratch ); - mdl_load_mesh_data( &ctx_jordan, vg_mem.scratch ); + mdl_open( &ctx_jordan, "models/ch_jordan.mdl", vg_mem.scratch ); + mdl_load_metadata_block( &ctx_jordan, vg_mem.scratch ); + mdl_load_mesh_block( &ctx_jordan, vg_mem.scratch ); mdl_close( &ctx_jordan ); vg_acquire_thread_sync(); @@ -232,7 +209,7 @@ VG_STATIC void load_playermodels(void) vg_release_thread_sync(); /* FIXME: hack */ - shader_viewchar_register(); + shader_model_character_view_register(); vg_acquire_thread_sync(); { vg_tex2d_init( (vg_tex2d *[]){ &localplayer_texture }, 1 ); @@ -240,10 +217,14 @@ VG_STATIC void load_playermodels(void) vg_release_thread_sync(); } +void temp_update_playermodel(void){ + player__use_mesh( &localplayer, &localplayer_meshes[cl_playermdl_id] ); +} + VG_STATIC void vg_load(void) { vg_loader_step( render_init, NULL ); - //vg_loader_step( menu_init, NULL ); + vg_loader_step( menu_init, NULL ); vg_loader_step( world_init, NULL ); //vg_loader_step( player_init, NULL ); //vg_loader_step( vehicle_init, NULL ); @@ -257,7 +238,7 @@ VG_STATIC void vg_load(void) player__create( &localplayer ); player_avatar_load( &localplayer_avatar, "models/ch_new.mdl" ); player__use_avatar( &localplayer, &localplayer_avatar ); - player__use_mesh( &localplayer, &localplayer_meshes[0] ); + player__use_mesh( &localplayer, &localplayer_meshes[cl_playermdl_id] ); player__use_texture( &localplayer, &localplayer_texture ); player__bind( &localplayer ); @@ -265,12 +246,20 @@ VG_STATIC void vg_load(void) vg_bake_shaders(); vg_loader_step( audio_init, audio_free ); - world_audio_init(); /* 'systems' are completely loaded now */ - strcpy( world.world_name, "maps/mp_mtzero.mdl" ); - strcpy( world.world_name, "maps/mp_gridmap.mdl" ); - world_load(); + + /* load home world */ + //world_load( &world_global.worlds[0], "maps/mp_gridmap.mdl" ); + world_load( &world_global.worlds[0], "maps/mp_mtzero.mdl" ); + +#if 0 + world_load( &world_global.worlds[1], "maps/mp_gridmap.mdl" ); + world_link_nonlocal_gates( 0, 1 ); + world_load( &world_global.worlds[2], "maps/mp_mtzero.mdl" ); + world_link_nonlocal_gates( 0, 2 ); +#endif + vg_console_load_autos(); } @@ -301,7 +290,9 @@ VG_STATIC void vg_update(void) #endif player__pre_update( &localplayer ); - world_update( localplayer.rb.co ); + world_update( get_active_world(), localplayer.rb.co ); + + audio_update(); } } @@ -337,8 +328,94 @@ VG_STATIC void vg_update_post(void) player__post_update( &localplayer ); -#if 0 + + float inr3 = 0.57735027, + inr2 = 0.70710678118; + + v3f sample_directions[] = { + { -1.0f, 0.0f, 0.0f }, + { 1.0f, 0.0f, 0.0f }, + { 0.0f, 0.0f, 1.0f }, + { 0.0f, 0.0f, -1.0f }, + { 0.0f, 1.0f, 0.0f }, + { 0.0f, -1.0f, 0.0f }, + { -inr3, inr3, inr3 }, + { inr3, inr3, inr3 }, + { -inr3, inr3, -inr3 }, + { inr3, inr3, -inr3 }, + { -inr2, 0.0f, inr2 }, + { inr2, 0.0f, inr2 }, + { -inr2, 0.0f, -inr2 }, + { inr2, 0.0f, -inr2 }, + }; + + static int si = 0; + static float distances[16]; + + ray_hit ray; + ray.dist = 5.0f; + + v3f rc, rd, ro; + v3_copy( sample_directions[ si ], rd ); + v3_add( localplayer.rb.co, (v3f){0.0f,1.5f,0.0f}, ro ); + v3_copy( ro, rc ); + + float dist = 200.0f; + + for( int i=0; i<10; i++ ){ + if( ray_world( get_active_world(), rc, rd, &ray ) ){ + dist = (float)i*5.0f + ray.dist; + break; + } + else{ + v3_muladds( rc, rd, ray.dist, rc ); + } + } + + distances[si] = dist; + + + for( int i=0; i<14; i++ ){ + if( distances[i] != 200.0f ){ + u32 colours[] = { VG__RED, VG__BLUE, VG__GREEN, + VG__CYAN, VG__YELOW, VG__PINK, + VG__WHITE }; + + u32 colour = colours[i%7]; + + v3f p1; + v3_muladds( ro, sample_directions[i], distances[i], p1 ); + vg_line( ro, p1, colour ); + vg_line_pt3( p1, 0.1f, colour ); + } + } + + si ++; + if( si >= 14 ) + si = 0; + + + /* FIXME: TEMP */ + audio_lock(); + vg_dsp.echo_distances[si] = dist; + + v3f ears = { 1.0f,0.0f,0.0f }; + m3x3_mulv( main_camera.transform, ears, ears ); + v3_copy( ears, vg_audio.external_listener_ears ); + v3_copy( main_camera.transform[3], vg_audio.external_listener_pos ); + + /* TODO: this is transformed back and fourth twice. */ + if( localplayer.gate_waiting ){ + m4x3_mulv( localplayer.gate_waiting->transport, + vg_audio.external_listener_pos, + vg_audio.external_listener_pos ); + } + + v3_copy( localplayer.rb.v, vg_audio.external_lister_velocity ); + audio_unlock(); + menu_update(); +#if 0 vehicle_update_post(); #endif } @@ -358,16 +435,14 @@ VG_STATIC void present_view_with_post_processing(void) glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA); glBlendEquation(GL_FUNC_ADD); - if( cl_blur ) - { + if( cl_blur ){ shader_blitblur_use(); shader_blitblur_uTexMain( 0 ); shader_blitblur_uTexMotion( 1 ); shader_blitblur_uBlurStrength(cl_blur_strength / (vg.frame_delta*60.0f)); v2f menu_blurring; - //v2_muls( (v2f){ 0.04f, 0.001f }, menu_opacity, menu_blurring ); - v2_muls( (v2f){ 0.04f, 0.001f }, 0.0f, menu_blurring ); + v2_muls( (v2f){ 0.04f, 0.001f }, menu_opacity, menu_blurring ); shader_blitblur_uOverrideDir( menu_blurring ); if( cl_view_id == 0 ) @@ -379,8 +454,7 @@ VG_STATIC void present_view_with_post_processing(void) render_fb_bind_texture( gpipeline.fb_main, 1, 1 ); } - else - { + else{ shader_blit_use(); shader_blit_uTexMain( 0 ); render_fb_bind_texture( gpipeline.fb_main, 0, 0 ); @@ -412,36 +486,35 @@ VG_STATIC void render_player_transparent(void) VG_STATIC void render_scene(void) { render_fb_bind( gpipeline.fb_main ); + glViewport( 0,0, g_render_x, g_render_y ); glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT ); /* Draw world */ glEnable( GL_DEPTH_TEST ); - render_world( &main_camera ); + world_instance *view_world = localplayer.viewable_world; + if( view_world == NULL ){ + glClearColor( 0.25f, 0.25f, 0.0f, 1.0f ); + glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT ); + return; + } - int player_transparent = 1, - player_draw = 1; + render_world( view_world, &main_camera, 0 ); - if( !player_transparent && player_draw ) - player__render( &main_camera, &localplayer ); - render_water_texture( &main_camera ); + render_water_texture( view_world, &main_camera, 0 ); render_fb_bind( gpipeline.fb_main ); - render_water_surface( &main_camera ); - render_world_gates( &main_camera ); + glViewport( 0,0, g_render_x, g_render_y ); + render_water_surface( view_world, &main_camera ); - if( player_transparent && player_draw ) - render_player_transparent(); -} + int depth = 1; + if( localplayer.gate_waiting ) depth = 0; + render_world_gates( view_world, &main_camera, depth ); -VG_STATIC void render_menu(void) -{ - glClear( GL_DEPTH_BUFFER_BIT ); -#if 0 - menu_render( &main_camera ); -#endif + if( !cl_menu ) + render_player_transparent(); } VG_STATIC void render_main_game(void) @@ -461,19 +534,33 @@ VG_STATIC void render_main_game(void) main_camera.fov = fov; #endif - /* copy camera from player. - * TODO: blend with camera from menu */ - - /* FIXME: TEMP!! */ player__pre_render( &localplayer ); - v3_copy( localplayer.cam.pos, main_camera.pos ); - v3_copy( localplayer.cam.angles, main_camera.angles ); - main_camera.fov = localplayer.cam.fov; + v3_lerp( localplayer.cam.pos, menu_camera_pos, menu_opacity, + main_camera.pos ); + main_camera.angles[0] = + vg_alerpf( localplayer.cam.angles[0], menu_camera_angles[0], + menu_opacity ); + main_camera.angles[1] = + vg_lerpf ( localplayer.cam.angles[1], menu_camera_angles[1], + menu_opacity ); + + main_camera.fov = vg_lerpf( localplayer.cam.fov, menu_smooth_fov, + menu_opacity ); main_camera.nearz = 0.1f; main_camera.farz = 2100.0f; camera_update_transform( &main_camera ); + + if( localplayer.gate_waiting ){ + m3x3_mul( localplayer.basis_gate, main_camera.transform, + main_camera.transform ); + } + else{ + m3x3_mul( localplayer.basis, main_camera.transform, + main_camera.transform ); + } + camera_update_view( &main_camera ); camera_update_projection( &main_camera ); camera_finalize( &main_camera ); @@ -481,15 +568,18 @@ VG_STATIC void render_main_game(void) /* ========== Begin Frame ========== */ render_scene(); - present_view_with_post_processing(); -#if 0 - if( cl_menu ) - { - render_menu(); + if( cl_menu ) { + glClear( GL_DEPTH_BUFFER_BIT ); + menu_render_bg(); + glEnable( GL_DEPTH_TEST ); render_player_transparent(); } -#endif + + present_view_with_post_processing(); + + if( cl_menu ) + menu_render_fg( &main_camera ); /* =========== End Frame =========== */ } @@ -498,30 +588,37 @@ VG_STATIC void vg_render(void) { glBindFramebuffer( GL_FRAMEBUFFER, 0 ); - glViewport( 0,0, vg.window_x, vg.window_y ); + float scale = (sin(vg.time)*0.5f+0.5f)*0.75f+0.25f; + g_render_x = VG_MAX((float)vg.window_x * scale,64), + g_render_y = VG_MAX((float)vg.window_y * scale,64); + + glViewport( 0,0, g_render_x, g_render_y ); glDisable( GL_DEPTH_TEST ); glClearColor( 1.0f, 0.0f, 0.0f, 0.0f ); glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT ); render_main_game(); + + m4x4_copy( main_camera.mtx.pv, vg.pv ); /* Other shite */ glDisable(GL_BLEND); - glDisable( GL_DEPTH_TEST ); - vg_lines_drawall( (float *)main_camera.mtx.pv ); + glDisable(GL_DEPTH_TEST); + vg_lines_drawall(); glViewport( 0,0, vg.window_x, vg.window_y ); } VG_STATIC void run_light_widget( struct light_widget *lw ); VG_STATIC void vg_ui(void) { - player__im_gui( &localplayer ); - #if 0 - menu_crap_ui(); + player__im_gui( &localplayer ); #endif + world_instance *world = get_active_world(); + menu_crap_ui(); +#if 0 if( cl_light_edit ) { vg_uictx.cursor[0] = 10; @@ -556,13 +653,7 @@ VG_STATIC void vg_ui(void) render_update_lighting_ub(); } - - //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE ); - if( cl_ui ) - { - render_world_routes_ui(); - } - //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); +#endif audio_debug_soundscapes(); render_view_framebuffer_ui();