X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=skaterift.c;h=00dbb110fa1a78279df0b2ff463c20c6afb5fd45;hb=49f76c732d2c4ba2f7f772656831f1855521417c;hp=67e87cc5fa3015d418f57650b8ae55ce88356714;hpb=2673c575386c604fc2c0603dba2480eda05cf97a;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/skaterift.c b/skaterift.c index 67e87cc..00dbb11 100644 --- a/skaterift.c +++ b/skaterift.c @@ -27,16 +27,13 @@ VG_STATIC struct player_avatar localplayer_avatar; VG_STATIC glmesh localplayer_meshes[3]; vg_tex2d localplayer_texture = { .path = "textures/ch_gradient.qoi" }; - - - - +player_instance *tmp_localplayer(void) +{ + return &localplayer; +} #include "network.h" - -#if 0 #include "menu.h" -#endif #include "vehicle.h" static int cl_ui = 1, @@ -45,7 +42,7 @@ static int cl_ui = 1, int main( int argc, char *argv[] ) { - vg_mem.use_libc_malloc = 1; + vg_mem.use_libc_malloc = 0; vg_set_mem_quota( 160*1024*1024 ); vg_enter( argc, argv, "Voyager Game Engine" ); @@ -220,10 +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 ); @@ -237,7 +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 ); @@ -249,7 +250,8 @@ VG_STATIC void vg_load(void) /* 'systems' are completely loaded now */ /* load home world */ - world_load( &world_global.worlds[0], "maps/mp_gridmap.mdl" ); + //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" ); @@ -360,15 +362,12 @@ VG_STATIC void vg_update_post(void) float dist = 200.0f; - for( int i=0; i<10; i++ ) - { - if( ray_world( get_active_world(), rc, rd, &ray ) ) - { + 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 - { + else{ v3_muladds( rc, rd, ray.dist, rc ); } } @@ -376,10 +375,8 @@ VG_STATIC void vg_update_post(void) distances[si] = dist; - for( int i=0; i<14; i++ ) - { - if( distances[i] != 200.0f ) - { + 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 }; @@ -404,13 +401,21 @@ VG_STATIC void vg_update_post(void) v3f ears = { 1.0f,0.0f,0.0f }; m3x3_mulv( main_camera.transform, ears, ears ); - v3_copy( ears, vg_audio.listener_ears ); - v3_copy( main_camera.transform[3], vg_audio.listener_pos ); - v3_copy( localplayer.rb.v, vg_audio.listener_velocity ); + 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(); -#if 0 menu_update(); +#if 0 vehicle_update_post(); #endif } @@ -430,16 +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 ) @@ -451,8 +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 ); @@ -484,6 +486,7 @@ 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 ); @@ -500,38 +503,20 @@ VG_STATIC void render_scene(void) render_world( view_world, &main_camera, 0 ); - int player_transparent = 1, - player_draw = 1; - -#if 0 - if( (localplayer.subsystem == k_player_subsystem_dead) || - (localplayer.camera_mode == k_cam_thirdperson) ) - player_transparent = 0; -#endif - - if( !player_transparent && player_draw ) - player__render( &main_camera, &localplayer ); render_water_texture( view_world, &main_camera, 0 ); render_fb_bind( gpipeline.fb_main ); + glViewport( 0,0, g_render_x, g_render_y ); render_water_surface( view_world, &main_camera ); int depth = 1; if( localplayer.gate_waiting ) depth = 0; render_world_gates( view_world, &main_camera, depth ); - if( player_transparent && player_draw ) + if( !cl_menu ) render_player_transparent(); } -VG_STATIC void render_menu(void) -{ - glClear( GL_DEPTH_BUFFER_BIT ); -#if 0 - menu_render( &main_camera ); -#endif -} - VG_STATIC void render_main_game(void) { #if 0 @@ -549,31 +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 ) - { + if( localplayer.gate_waiting ){ m3x3_mul( localplayer.basis_gate, main_camera.transform, main_camera.transform ); } - else - { + 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 ); @@ -581,15 +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 =========== */ } @@ -598,7 +588,11 @@ 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 ); @@ -618,12 +612,11 @@ VG_STATIC void vg_render(void) VG_STATIC void run_light_widget( struct light_widget *lw ); VG_STATIC void vg_ui(void) { +#if 0 player__im_gui( &localplayer ); +#endif world_instance *world = get_active_world(); - -#if 0 menu_crap_ui(); -#endif #if 0 if( cl_light_edit )