X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=skaterift.c;h=bb278ffa71726b4baf4e70c84fafed9d9c421f2b;hb=f7db507815e2822d971031c30f25e02b45e9c914;hp=d4bf10ca42d014aec0c14148abf60750ec634e3f;hpb=e591be4b2ed26bbaaea79eff64e7b6070362a6ef;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/skaterift.c b/skaterift.c index d4bf10c..bb278ff 100644 --- a/skaterift.c +++ b/skaterift.c @@ -11,11 +11,9 @@ * ============================================================================= */ -#define VG_STATIC static -#define VG_GAME #define SR_NETWORKED - #include "common.h" +#include "conf.h" #include "steam.h" #include "render.h" #include "audio.h" @@ -24,7 +22,8 @@ #include "network.h" #include "menu.h" -static int cl_ui = 1; +static int cl_ui = 1, + cl_view_id = 0; int main( int argc, char *argv[] ) { @@ -35,7 +34,7 @@ int main( int argc, char *argv[] ) return 0; } -VG_STATIC void highscores_save_at_exit(void*_) +VG_STATIC void highscores_save_at_exit(void) { highscores_serialize_all(); } @@ -47,20 +46,22 @@ VG_STATIC void vg_launch_opt(void) VG_STATIC void vg_preload(void) { + g_conf_init(); + vg_convar_push( (struct vg_convar){ .name = "cl_ui", .data = &cl_ui, .data_type = k_convar_dtype_i32, .opt_i32 = { .min=0, .max=1, .clamp=1 }, - .persistent = 1 + .persistent = 0 }); vg_convar_push( (struct vg_convar){ - .name = "cl_fov", - .data = &g_fov_option, - .data_type = k_convar_dtype_f32, - .opt_f32 = { .clamp = 0 }, - .persistent = 1 + .name = "cl_view_id", + .data = &cl_view_id, + .data_type = k_convar_dtype_i32, + .opt_i32 = { .min=0, .max=1, .clamp=1 }, + .persistent = 0 }); vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" ); @@ -75,28 +76,27 @@ vg_info(" ' ' '--' [] '----- '----- ' ' '---' " if( !highscores_read() ) highscores_create_db(); - vg_loader_highwater( NULL, highscores_save_at_exit, NULL ); - - //vg_sleep_ms(200); + vg_loader_step( NULL, highscores_save_at_exit ); steam_init(); - vg_loader_highwater( NULL, steam_end, NULL ); - vg_loader_highwater( network_init, network_end, NULL ); + vg_loader_step( NULL, steam_end ); + vg_loader_step( network_init, network_end ); } VG_STATIC void vg_load(void) { - vg_loader_highwater( render_init, NULL, NULL ); - vg_loader_highwater( menu_init, NULL, NULL ); - vg_loader_highwater( world_init, NULL, NULL ); - vg_loader_highwater( player_init, NULL, NULL ); + vg_loader_step( render_init, NULL ); + vg_loader_step( menu_init, NULL ); + vg_loader_step( world_init, NULL ); + vg_loader_step( player_init, NULL ); vg_bake_shaders(); - vg_loader_highwater( audio_init, audio_free, NULL ); + 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(); vg_console_load_autos(); } @@ -113,11 +113,11 @@ VG_STATIC void draw_origin_axis(void) vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 0.0f, 1.0f }, 0xff0000ff ); } -VG_STATIC void vg_update( int loaded ) +VG_STATIC void vg_update(void) { steam_update(); - if( loaded ) + if( vg.is_loaded ) { draw_origin_axis(); network_update(); @@ -127,17 +127,17 @@ VG_STATIC void vg_update( int loaded ) } } -VG_STATIC void vg_update_fixed( int loaded ) +VG_STATIC void vg_update_fixed(void) { - if( loaded ) + if( vg.is_loaded ) { player_update_fixed(); } } -VG_STATIC void vg_update_post( int loaded ) +VG_STATIC void vg_update_post(void) { - if( loaded ) + if( vg.is_loaded ) { player_update_post(); menu_update(); @@ -150,113 +150,139 @@ VG_STATIC void vg_framebuffer_resize( int w, int h ) water_fb_resize(); } -VG_STATIC void render_main_game(void) +VG_STATIC void present_view_with_post_processing(void) { - m4x4f world_4x4; - m4x3_expand( camera_mtx_inverse, world_4x4 ); + glBindFramebuffer( GL_FRAMEBUFFER, 0 ); - static float fov = 60.0f; + glEnable(GL_BLEND); + glDisable(GL_DEPTH_TEST); + glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA); + glBlendEquation(GL_FUNC_ADD); - float fov_target = vg_lerpf( 90.0f, 110.0f, g_fov_option ); + shader_blitblur_use(); + shader_blitblur_uTexMain( 0 ); + shader_blitblur_uTexMotion( 1 ); + shader_blitblur_uBlurStrength( cl_blur_strength ); + glActiveTexture( GL_TEXTURE0 ); - if( player.phys.on_board ) - fov_target = vg_lerpf( 97.0f, 135.0f, g_fov_option ); + if( cl_view_id == 0 ) + glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background ); + else if( cl_view_id == 1 ) + glBindTexture( GL_TEXTURE_2D, gpipeline.mv_background ); + else + glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background ); - if( cl_menu ) - fov_target = menu_fov_target; + glActiveTexture( GL_TEXTURE1 ); + glBindTexture( GL_TEXTURE_2D, gpipeline.mv_background ); - fov = vg_lerpf( fov, fov_target, vg.frame_delta * 2.0f ); + render_fsquad(); +} - gpipeline.fov = freecam? 60.0f: fov; /* 120 */ - m4x4_projection( vg.pv, gpipeline.fov, - (float)vg.window_x / (float)vg.window_y, - 0.1f, 2100.0f ); +VG_STATIC void render_scene(void) +{ + glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_background ); + glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); + glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT ); - m4x4_mul( vg.pv, world_4x4, vg.pv ); + /* Draw world */ glEnable( GL_DEPTH_TEST ); - - /* - * Draw world - */ - int draw_solid = player.is_dead | freecam; - render_world( vg.pv, camera_mtx ); + render_world( &main_camera ); + render_water_texture( &main_camera ); + glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_background ); + render_water_surface( &main_camera ); + render_world_gates( &main_camera ); +} + +VG_STATIC void render_menu(void) +{ + glClear( GL_DEPTH_BUFFER_BIT ); + menu_render( &main_camera ); +} + +VG_STATIC void render_player_into_world(void) +{ + glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_background ); + draw_player( &main_camera ); +} + +VG_STATIC void render_player_transparent(void) +{ + camera small_cam; + m4x3_copy( main_camera.transform, small_cam.transform ); + + small_cam.fov = main_camera.fov; + small_cam.nearz = 0.05f; + small_cam.farz = 60.0f; - if( draw_solid ) - draw_player( camera_mtx ); + camera_update_view( &small_cam ); + camera_update_projection( &small_cam ); + camera_finalize( &small_cam ); - render_water_texture( camera_mtx ); + /* Draw player to window buffer and blend background ontop */ glBindFramebuffer( GL_FRAMEBUFFER, 0 ); - render_water_surface( vg.pv, camera_mtx ); - render_world_gates( vg.pv, player.phys.rb.co, camera_mtx ); + draw_player( &small_cam ); +} +VG_STATIC void render_main_game(void) +{ + static float fov = 60.0f; + float fov_target = vg_lerpf( 90.0f, 110.0f, cl_fov ); + if( player.phys.on_board ) + fov_target = vg_lerpf( 97.0f, 135.0f, cl_fov ); if( cl_menu ) - { - glClear( GL_DEPTH_BUFFER_BIT ); - menu_render( vg.pv ); - } - - /* Copy the RGB of what we have into the background buffer */ - glBindFramebuffer( GL_READ_FRAMEBUFFER, 0 ); - glBindFramebuffer( GL_DRAW_FRAMEBUFFER, gpipeline.fb_background ); - glBlitFramebuffer( 0,0, vg.window_x, vg.window_y, - 0,0, vg.window_x, vg.window_y, - GL_COLOR_BUFFER_BIT, - GL_LINEAR ); - - /* Clear out the colour buffer, but keep depth */ - glBindFramebuffer( GL_FRAMEBUFFER, 0 ); - glClearColor( 0.0f, 0.0f, 0.0f, 0.0f ); + fov_target = menu_fov_target; + fov = vg_lerpf( fov, fov_target, vg.frame_delta * 2.0f ); + fov = freecam? 60.0f: fov; - if( !player.is_dead ) - glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT ); - else - glClear( GL_COLOR_BUFFER_BIT ); + main_camera.fov = fov; + main_camera.nearz = 0.1f; + main_camera.farz = 2100.0f; + + camera_update_view( &main_camera ); + camera_update_projection( &main_camera ); + camera_finalize( &main_camera ); + + /* ========== Begin Frame ========== */ + + render_scene(); - if( !draw_solid ) + if( !cl_menu ) { - m4x4_projection( vg.pv, gpipeline.fov, - (float)vg.window_x / (float)vg.window_y, - 0.05f, 60.0f ); - m4x4_mul( vg.pv, world_4x4, vg.pv ); - draw_player( camera_mtx ); + if( player.is_dead | freecam ) + render_player_into_world(); + else + render_player_transparent(); } - /* Draw back in the background - * - * TODO: need to disable alpha write in the terrain shader so this works - * again. - */ - glEnable(GL_BLEND); - glDisable(GL_DEPTH_TEST); - glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA); - glBlendEquation(GL_FUNC_ADD); - - shader_blit_use(); - shader_blit_uTexMain( 0 ); - glActiveTexture(GL_TEXTURE0); - glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background ); + present_view_with_post_processing(); - render_fsquad(); + if( cl_menu ) + { + render_menu(); + render_player_transparent(); + } + + /* =========== End Frame =========== */ } VG_STATIC void vg_render(void) { glBindFramebuffer( GL_FRAMEBUFFER, 0 ); + glViewport( 0,0, vg.window_x, vg.window_y ); glDisable( GL_DEPTH_TEST ); - glClearColor( 0.11f, 0.35f, 0.37f, 1.0f ); - glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT ); + glClearColor( 1.0f, 0.0f, 0.0f, 0.0f ); + glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT ); render_main_game(); - /* Other shite */ glDisable(GL_BLEND); glDisable( GL_DEPTH_TEST ); - vg_lines_drawall( (float *)vg.pv ); + vg_lines_drawall( (float *)main_camera.mtx.pv ); glViewport( 0,0, vg.window_x, vg.window_y ); }