X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=skaterift.c;h=4c531a4736f66dee33740b3cb13905db8e9777c9;hb=aa4c26eae2208872824e0eb5b71bc05c16d43242;hp=b3d51c364653e637fba9df4ec5f44f6db53f2d34;hpb=9cdcfea2cb2eabd27101ab113eac7070d0fa78d3;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/skaterift.c b/skaterift.c index b3d51c3..4c531a4 100644 --- a/skaterift.c +++ b/skaterift.c @@ -22,16 +22,26 @@ #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 + VG_STATIC struct player_avatar localplayer_avatar; VG_STATIC glmesh localplayer_meshes[3]; +vg_tex2d localplayer_texture = { .path = "textures/ch_gradient.qoi" }; #endif @@ -49,7 +59,7 @@ static int cl_ui = 1, int main( int argc, char *argv[] ) { vg_mem.use_libc_malloc = 0; - vg_set_mem_quota( 128*1024*1024 ); + vg_set_mem_quota( 160*1024*1024 ); vg_enter( argc, argv, "Voyager Game Engine" ); return 0; @@ -121,7 +131,7 @@ VG_STATIC int __respawn( int argc, const char *argv[] ) rp = &world.spawns[0]; } - player_spawn( &localplayer, rp ); + player__spawn( &localplayer, rp ); return 1; } @@ -222,10 +232,10 @@ 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 *[]){ &tex_characters }, 1 ); + vg_tex2d_init( (vg_tex2d *[]){ &localplayer_texture }, 1 ); } vg_release_thread_sync(); } @@ -244,16 +254,12 @@ VG_STATIC void vg_load(void) vg_loader_step( load_playermodels, NULL ); /* player setup */ - player_interface_create_player( &localplayer ); - + 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_add_device( &localplayer, &player_device_walk ); - player_add_device( &localplayer, &player_device_skate ); - player_add_device( &localplayer, &player_device_dead ); - player_bind( &localplayer ); + player__use_avatar( &localplayer, &localplayer_avatar ); + player__use_mesh( &localplayer, &localplayer_meshes[0] ); + player__use_texture( &localplayer, &localplayer_texture ); + player__bind( &localplayer ); /* --------------------- */ @@ -294,7 +300,7 @@ VG_STATIC void vg_update(void) player_update_pre(); #endif - player_pre_update( &localplayer ); + player__pre_update( &localplayer ); world_update( localplayer.rb.co ); } } @@ -310,7 +316,7 @@ VG_STATIC void vg_update_fixed(void) vehicle_update_fixed(); #endif - player_update( &localplayer ); + player__update( &localplayer ); } } @@ -329,7 +335,7 @@ VG_STATIC void vg_update_post(void) } #endif - player_post_update( &localplayer ); + player__post_update( &localplayer ); #if 0 menu_update(); @@ -400,7 +406,7 @@ VG_STATIC void render_player_transparent(void) /* Draw player to window buffer and blend background ontop */ glBindFramebuffer( GL_FRAMEBUFFER, 0 ); - player_render( &small_cam, &localplayer ); + player__render( &small_cam, &localplayer ); } VG_STATIC void render_scene(void) @@ -418,8 +424,14 @@ VG_STATIC void render_scene(void) 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 ); + player__render( &main_camera, &localplayer ); render_water_texture( &main_camera ); render_fb_bind( gpipeline.fb_main ); @@ -459,7 +471,7 @@ VG_STATIC void render_main_game(void) * TODO: blend with camera from menu */ /* FIXME: TEMP!! */ - player_pre_render( &localplayer ); + player__pre_render( &localplayer ); v3_copy( localplayer.cam.pos, main_camera.pos ); v3_copy( localplayer.cam.angles, main_camera.angles ); @@ -468,6 +480,18 @@ VG_STATIC void render_main_game(void) 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 ); @@ -510,7 +534,7 @@ VG_STATIC void vg_render(void) VG_STATIC void run_light_widget( struct light_widget *lw ); VG_STATIC void vg_ui(void) { - player_ui( &localplayer ); + player__im_gui( &localplayer ); #if 0 menu_crap_ui();