X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=skaterift.c;h=a410301d171e836ae82697678606ce19a4941ef2;hb=98b9bcf0e10bc02cf679d03fa269613e140ba878;hp=ab24550521a7779045192bcb0bc1cb614d1f7899;hpb=2ab1c45f664daf5a452fd212c89dcfd918f7dd81;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/skaterift.c b/skaterift.c index ab24550..a410301 100644 --- a/skaterift.c +++ b/skaterift.c @@ -19,17 +19,18 @@ #include "audio.h" #include "world.h" -#if 0 + + #include "player.h" -#else -#include "player_interface.h" -#include "player_device_walk.h" -#include "player_model.h" +VG_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" }; + + + -VG_STATIC player_interface localplayer; -VG_STATIC struct player_device_walk localplayer_walk; -#endif #include "network.h" @@ -45,7 +46,7 @@ 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; @@ -61,15 +62,25 @@ VG_STATIC void vg_launch_opt(void) } +VG_STATIC int __kill( int argc, const char *argv[] ) +{ +#if 0 + player_use_device( &localplayer, &player_device_dead, &localplayer_dead ); +#endif + return 0; +} + VG_STATIC int __respawn( int argc, const char *argv[] ) { struct respawn_point *rp = NULL, *r; + world_instance *world = get_active_world(); + if( argc == 1 ) { - for( int i=0; ispawn_count; i++ ) { - r = &world.spawns[i]; + r = &world->spawns[i]; if( !strcmp( r->name, argv[0] ) ) { rp = r; @@ -85,9 +96,9 @@ VG_STATIC int __respawn( int argc, const char *argv[] ) { float min_dist = INFINITY; - for( int i=0; ispawn_count; i++ ) { - r = &world.spawns[i]; + r = &world->spawns[i]; float d = v3_dist2( r->co, localplayer.rb.co ); vg_info( "Dist %s : %f\n", r->name, d ); @@ -103,13 +114,13 @@ VG_STATIC int __respawn( int argc, const char *argv[] ) { vg_error( "No spawn found\n" ); - if( !world.spawn_count ) + if( !world->spawn_count ) return 0; - rp = &world.spawns[0]; + rp = &world->spawns[0]; } - player_spawn( &localplayer, rp ); + player__spawn( &localplayer, rp ); return 1; } @@ -117,6 +128,8 @@ VG_STATIC void vg_preload(void) { g_conf_init(); + common_var_temp(); + vg_var_push( (struct vg_var){ .name = "cl_ui", .data = &cl_ui, @@ -147,6 +160,12 @@ VG_STATIC void vg_preload(void) //.poll_suggest = reset_player_poll }); + vg_function_push( (struct vg_cmd) { + .name = "ded", + .function = __kill, + //.poll_suggest = reset_player_poll + }); + vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" ); vg_info(" 2021-2022 |\\ /| | / | | | | /| \n" ); vg_info(" | \\ / | +-- / +----- +---' | / | \n" ); @@ -166,6 +185,50 @@ vg_info(" ' ' '--' [] '----- '----- ' ' '---' " vg_loader_step( network_init, network_end ); } +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" ); + mdl_load_metadata( &ctx_default, vg_mem.scratch ); + mdl_load_mesh_data( &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_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_close( &ctx_jordan ); + + 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(); + + /* FIXME: hack */ + shader_model_character_view_register(); + vg_acquire_thread_sync(); + { + vg_tex2d_init( (vg_tex2d *[]){ &localplayer_texture }, 1 ); + } + vg_release_thread_sync(); +} + VG_STATIC void vg_load(void) { vg_loader_step( render_init, NULL ); @@ -174,19 +237,35 @@ VG_STATIC void vg_load(void) //vg_loader_step( player_init, NULL ); //vg_loader_step( vehicle_init, NULL ); // - vg_loader_step( player_model_init, NULL ); - - player_interface_create_player( &localplayer ); - player_use_device( &localplayer, &player_device_walk, &localplayer_walk ); + //vg_loader_step( player_model_init, NULL ); + + /* ----------------- */ + vg_loader_step( load_playermodels, NULL ); + + /* player setup */ + 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_texture( &localplayer, &localplayer_texture ); + player__bind( &localplayer ); + + /* --------------------- */ 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_home.mdl" ); + + world_load( &world_global.worlds[1], "maps/mp_gridmap.mdl" ); + world_load( &world_global.worlds[2], "maps/mp_mtzero.mdl" ); + world_link_nonlocal_gates( 0, 1 ); + world_link_nonlocal_gates( 0, 2 ); + vg_console_load_autos(); } @@ -216,8 +295,8 @@ VG_STATIC void vg_update(void) player_update_pre(); #endif - player_pre_update( &localplayer ); - world_update( localplayer.rb.co ); + player__pre_update( &localplayer ); + world_update( get_active_world(), localplayer.rb.co ); } } @@ -232,7 +311,7 @@ VG_STATIC void vg_update_fixed(void) vehicle_update_fixed(); #endif - player_update( &localplayer ); + player__update( &localplayer ); } } @@ -251,7 +330,7 @@ VG_STATIC void vg_update_post(void) } #endif - player_post_update( &localplayer ); + player__post_update( &localplayer ); #if 0 menu_update(); @@ -321,41 +400,42 @@ VG_STATIC void render_player_transparent(void) camera_finalize( &small_cam ); /* Draw player to window buffer and blend background ontop */ - glBindFramebuffer( GL_FRAMEBUFFER, 0 ); -#if 0 - draw_player( &small_cam ); -#endif + player__render( &small_cam, &localplayer ); } VG_STATIC void render_scene(void) { render_fb_bind( gpipeline.fb_main ); glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); - glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT ); + 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; + render_world( view_world, &main_camera ); -#if 0 - int player_transparent = !(player.is_dead || freecam), - player_draw = !cl_menu; + int player_transparent = 1, + player_draw = 1; - if( !player_transparent && player_draw ) - draw_player( &main_camera ); +#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( &main_camera ); + + render_water_texture( view_world, &main_camera ); render_fb_bind( gpipeline.fb_main ); - render_water_surface( &main_camera ); - render_world_gates( &main_camera ); + render_water_surface( view_world, &main_camera ); + render_world_gates( view_world, &main_camera ); -#if 0 if( player_transparent && player_draw ) render_player_transparent(); -#endif } VG_STATIC void render_menu(void) @@ -386,6 +466,9 @@ VG_STATIC void render_main_game(void) /* 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; @@ -393,6 +476,18 @@ 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 ); @@ -435,12 +530,14 @@ 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 ); + world_instance *world = get_active_world(); #if 0 menu_crap_ui(); #endif +#if 0 if( cl_light_edit ) { vg_uictx.cursor[0] = 10; @@ -475,11 +572,12 @@ VG_STATIC void vg_ui(void) render_update_lighting_ub(); } +#endif //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE ); if( cl_ui ) { - render_world_routes_ui(); + render_world_routes_ui( world ); } //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );