X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=skaterift.c;h=54e5feb5d202c3f3849be04f1a67cec2a42a4dbb;hb=b4a83d4fcab39bee5a8cd6e8e6eec06314864e5b;hp=a01f67a37859aa60902dc506696832bc05930127;hpb=e70b6d550d63af95cafd9ffdee1918faf02a6892;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/skaterift.c b/skaterift.c index a01f67a..54e5feb 100644 --- a/skaterift.c +++ b/skaterift.c @@ -23,8 +23,9 @@ #include "player.h" VG_STATIC struct player_avatar localplayer_avatar; -VG_STATIC glmesh localplayer_meshes[3]; -vg_tex2d localplayer_texture = { .path = "textures/ch_gradient.qoi" }; +VG_STATIC struct player_model localplayer_models[3]; +VG_STATIC struct player_board localplayer_boards[1]; +VG_STATIC int skaterift_status = 0; #include "network.h" #include "menu.h" @@ -88,50 +89,27 @@ vg_info(" ' ' '--' [] '----- '----- ' ' '---' " VG_STATIC void load_playermodels(void) { - vg_linear_clear( vg_mem.scratch ); - - /* - * load in other player models. This may need to be more sophisticated in - * the futre if we have more of these guys - */ - mdl_context ctx_default, - ctx_outlaw, - ctx_jordan; - - 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", 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", 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 ); + player_model_load( &localplayer_models[0], "models/ch_new.mdl" ); + player_model_load( &localplayer_models[1], "models/ch_outlaw.mdl" ); + player_model_load( &localplayer_models[2], "models/ch_jordan.mdl" ); - vg_acquire_thread_sync(); - { - mdl_unpack_glmesh( &ctx_default, &localplayer_meshes[0] ); - mdl_unpack_glmesh( &ctx_outlaw, &localplayer_meshes[1] ); - mdl_unpack_glmesh( &ctx_jordan, &localplayer_meshes[2] ); - } - vg_release_thread_sync(); + player_board_load( &localplayer_boards[0], "models/board_fish.mdl" ); /* FIXME: hack */ shader_model_character_view_register(); - vg_acquire_thread_sync(); - { - vg_tex2d_init( (vg_tex2d *[]){ &localplayer_texture }, 1 ); - } - vg_release_thread_sync(); + shader_model_board_view_register(); } void temp_update_playermodel(void){ - player__use_mesh( &localplayer, &localplayer_meshes[cl_playermdl_id] ); + player__use_model( &localplayer, &localplayer_models[cl_playermdl_id] ); +} + +VG_STATIC void async_skaterift_complete( void *payload, u32 size ) +{ + skaterift_status = 1; + + localplayer.viewable_world = get_active_world(); + localplayer_cmd_respawn( 1, (const char *[]){ "start" } ); } VG_STATIC void vg_load(void) @@ -154,8 +132,8 @@ 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[cl_playermdl_id] ); - player__use_texture( &localplayer, &localplayer_texture ); + player__use_model( &localplayer, &localplayer_models[cl_playermdl_id] ); + player__use_board( &localplayer, &localplayer_boards[0] ); player__bind( &localplayer ); /* --------------------- */ @@ -166,8 +144,12 @@ VG_STATIC void vg_load(void) /* 'systems' are completely loaded now */ /* load home world */ - world_load( 0, "maps/mp_gridmap.mdl" ); - world_load( 1, "maps/mp_mtzero.mdl" ); + +#if 1 + world_load( 0, "maps/mp_spawn.mdl" ); +#else + world_load( 0, "maps/mp_mtzero.mdl" ); +#endif #if 0 world_load( &world_global.worlds[1], "maps/mp_gridmap.mdl" ); @@ -177,12 +159,9 @@ VG_STATIC void vg_load(void) #endif vg_console_load_autos(); -} -VG_STATIC void vg_start(void) -{ - localplayer.viewable_world = get_active_world(); - localplayer_cmd_respawn( 1, (const char *[]){ "start" } ); + vg_async_item *call = vg_async_alloc(0); + vg_async_dispatch( call, async_skaterift_complete ); } VG_STATIC void draw_origin_axis(void) @@ -196,7 +175,7 @@ VG_STATIC void vg_update(void) { steam_update(); - if( vg.is_loaded ){ + if( skaterift_status == 1 ){ draw_origin_axis(); network_update(); @@ -209,7 +188,7 @@ VG_STATIC void vg_update(void) VG_STATIC void vg_update_fixed(void) { - if( vg.is_loaded ){ + if( skaterift_status == 1 ){ world_routes_fixedupdate( get_active_world() ); player__update( &localplayer ); @@ -242,7 +221,7 @@ VG_STATIC void vg_update_fixed(void) VG_STATIC void vg_update_post(void) { - if( vg.is_loaded ){ + if( skaterift_status == 1 ){ player__post_update( &localplayer ); float dist; @@ -307,7 +286,8 @@ VG_STATIC void present_view_with_post_processing(void) shader_blitblur_use(); shader_blitblur_uTexMain( 0 ); shader_blitblur_uTexMotion( 1 ); - shader_blitblur_uBlurStrength(cl_blur_strength / (vg.frame_delta*60.0f)); + shader_blitblur_uBlurStrength( cl_blur_strength / + (vg.time_frame_delta*60.0) ); shader_blitblur_uInverseRatio( inverse ); v2f menu_blurring; @@ -454,6 +434,11 @@ VG_STATIC void render_main_game(void) VG_STATIC void vg_render(void) { + if( skaterift_status == 0 ){ + _vg_loader_render(); + return; + } + glBindFramebuffer( GL_FRAMEBUFFER, 0 ); glViewport( 0,0, vg.window_x, vg.window_y ); @@ -475,6 +460,10 @@ VG_STATIC void vg_render(void) VG_STATIC void vg_ui(void) { + if( skaterift_status == 0 ){ + return; + } + #if 0 player__im_gui( &localplayer ); #endif