vg_tex2d tex_sky = { .path = "textures/sky.qoi" };
vg_tex2d tex_gradients = { .path = "textures/gradients.qoi",
.flags = VG_TEXTURE_CLAMP };
+vg_tex2d tex_cement = { .path = "textures/cement512.qoi" };
+
vg_tex2d *texture_list[] =
{
&tex_norwey,
&tex_gradients,
&tex_grid,
- &tex_sky
+ &tex_sky,
+ &tex_cement
};
/* Convars */
static struct gplayer
{
+ /* Physics */
v3f co, v, a;
v4f rot;
float vswitch, slip_last;
+ float iY; /* Yaw inertia */
+ int in_air;
+
+ /* Input */
+ v2f joy_l;
+
v3f view;
v2f look_dir; /* TEMP */
+ float pitch;
m4x3f to_world, to_local;
+
+ v3f handl_target, handr_target,
+ handl, handr;
glmesh mesh;
-
submodel legl,
legu,
board,
torso,
- wheels;
+ wheels,
+ feet;
}
player;
static struct gworld
{
glmesh skydome;
+ glmesh cement;
scene foliage, /* Tree shader */
geo, /* Std shader, collisions */
player.board = *submodel_get( char_dev, "skateboard" );
player.torso = *submodel_get( char_dev, "torso" );
player.wheels = *submodel_get( char_dev, "wheels" );
+ player.feet = *submodel_get( char_dev, "feet" );
free(char_dev);
+
+ /* temp */
+ model *cement_model = vg_asset_read("models/cement_r1.mdl" );
+ model_unpack( cement_model, &world.cement );
+ free( cement_model );
/* Setup scene */
scene_init( &world.geo );
player_transform_update();
}
-v3f head;
+static float ktimestep = 1.0f/60.0f;
-void vg_update(void)
+static void player_freecam(void)
{
- float timestep = 1.0f/60.0f;
-
- if( freecam )
- {
- m4x3f cam_rot;
- m4x3_identity( cam_rot );
- m4x3_rotate_y( cam_rot, -player.look_dir[0] );
- m4x3_rotate_x( cam_rot, -player.look_dir[1] );
-
- v3f lookdir = { 0.0f, 0.0f, -1.0f },
- sidedir = { 1.0f, 0.0f, 0.0f };
-
- m4x3_mulv( cam_rot, lookdir, lookdir );
- m4x3_mulv( cam_rot, sidedir, sidedir );
-
- float movespeed = 5.0f;
- static v2f mouse_last,
- view_vel = { 0.0f, 0.0f };
- static v3f move_vel = { 0.0f, 0.0f, 0.0f };
-
- if( vg_get_button_down( "primary" ) )
- {
- v2_copy( vg_mouse, mouse_last );
- }
- else if( vg_get_button( "primary" ) )
- {
- v2f delta;
- v2_sub( vg_mouse, mouse_last, delta );
- v2_copy( vg_mouse, mouse_last );
+ m4x3f cam_rot;
+ m4x3_identity( cam_rot );
+ m4x3_rotate_y( cam_rot, -player.look_dir[0] );
+ m4x3_rotate_x( cam_rot, -player.look_dir[1] );
- v2_muladds( view_vel, delta, 0.005f, view_vel );
- }
-
- v2_muls( view_vel, 0.75f, view_vel );
- v2_add( view_vel, player.look_dir, player.look_dir );
- player.look_dir[1] =
- vg_clampf( player.look_dir[1], -VG_PIf*0.5f, VG_PIf*0.5f );
-
- if( vg_get_button( "forward" ) )
- v3_muladds( move_vel, lookdir, timestep * movespeed, move_vel );
- if( vg_get_button( "back" ) )
- v3_muladds( move_vel, lookdir, timestep *-movespeed, move_vel );
- if( vg_get_button( "left" ) )
- v3_muladds( move_vel, sidedir, timestep *-movespeed, move_vel );
- if( vg_get_button( "right" ) )
- v3_muladds( move_vel, sidedir, timestep * movespeed, move_vel );
-
- v3_muls( move_vel, 0.75f, move_vel );
- v3_add( move_vel, player.view, player.view );
- }
+ v3f lookdir = { 0.0f, 0.0f, -1.0f },
+ sidedir = { 1.0f, 0.0f, 0.0f };
+ m4x3_mulv( cam_rot, lookdir, lookdir );
+ m4x3_mulv( cam_rot, sidedir, sidedir );
+
+ float movespeed = 5.0f;
+ static v2f mouse_last,
+ view_vel = { 0.0f, 0.0f };
- static int in_air = 1;
-
- v3f ground_pos, ground_norm;
- v3_copy( player.co, ground_pos );
+ static v3f move_vel = { 0.0f, 0.0f, 0.0f };
- if( sample_scene_height( &world.geo, ground_pos, ground_norm ) )
+ if( vg_get_button_down( "primary" ) )
+ v2_copy( vg_mouse, mouse_last );
+ else if( vg_get_button( "primary" ) )
{
-#if 0
- v3f localup;
- m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, localup );
- v3_normalize(localup);
- v3_normalize(ground_norm);
-
- float angle = v3_dot( localup, ground_norm );
- v3f axis;
- v3_cross( localup, ground_norm, axis );
+ v2f delta;
+ v2_sub( vg_mouse, mouse_last, delta );
+ v2_copy( vg_mouse, mouse_last );
- if( angle < 0.999f && !in_air )
- {
- v4f correction;
- q_axis_angle( correction, axis, acosf(angle) );
- q_mul( correction, player.rot, player.rot );
- }
-#endif
+ v2_muladds( view_vel, delta, 0.005f, view_vel );
}
- if( freecam )
- return;
-
- if( in_air )
- {
- v3f pco, pco1, pv;
-
- float pstep = timestep*10.0f;
-
- v3f gravity = { 0.0f, -9.6f, 0.0f };
- v3_copy( player.co, pco );
- v3_copy( player.v, pv );
-
- v3f targetn;
-
- for( int i=0; i<20; i++ )
- {
- v3_copy( pco, pco1 );
- v3_muladds( pv, gravity, pstep, pv );
- v3_muladds( pco, pv, pstep, pco );
-
- vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff );
-
- v3f sh;
- v3_copy( pco, sh );
- sample_scene_height( &world.geo, sh, targetn );
-
- if( sh[1] >= pco[1] )
- {
- v3f localup;
- m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, localup );
-
- float angle = v3_dot( localup, targetn );
- v3f axis;
- v3_cross( localup, targetn, axis );
-
- if( angle < 0.99f )
- {
- v4f correction;
- q_axis_angle( correction, axis, acosf(angle)*0.1f );
- q_mul( correction, player.rot, player.rot );
- }
-
- break;
- }
- }
-
- if( ground_pos[1] > player.co[1] )
- {
- in_air = 0;
- }
- }
+ v2_muls( view_vel, 0.75f, view_vel );
+ v2_add( view_vel, player.look_dir, player.look_dir );
+ player.look_dir[1] =
+ vg_clampf( player.look_dir[1], -VG_PIf*0.5f, VG_PIf*0.5f );
if( vg_get_button( "forward" ) )
- {
- v3f dir = { 0.0f, 0.0f, -1.0f };
-
- m3x3_mulv( player.to_world, dir, dir );
- v3_muladds( player.v, dir, 5.0f * timestep, player.v );
- }
+ v3_muladds( move_vel, lookdir, ktimestep * movespeed, move_vel );
+ if( vg_get_button( "back" ) )
+ v3_muladds( move_vel, lookdir, ktimestep *-movespeed, move_vel );
+ if( vg_get_button( "left" ) )
+ v3_muladds( move_vel, sidedir, ktimestep *-movespeed, move_vel );
+ if( vg_get_button( "right" ) )
+ v3_muladds( move_vel, sidedir, ktimestep * movespeed, move_vel );
+
+ v3_muls( move_vel, 0.75f, move_vel );
+ v3_add( move_vel, player.view, player.view );
+}
- /* Get front and back contact points */
+static void apply_gravity( v3f vel, float const timestep )
+{
+ v3f gravity = { 0.0f, -9.6f, 0.0f };
+ v3_muladds( vel, gravity, timestep, vel );
+}
- v3f contact_front, contact_back, fwd, fwd1, contact_norm, vup, vside;
- v3f axis;
+static void player_physics_ground(void)
+{
+ /*
+ * Getting surface collision points,
+ * the contact manifold is a triangle for simplicity.
+ */
+ v3f contact_front, contact_back, fwd, fwd1, contact_norm, vup, vside,
+ axis;
m3x3_mulv( player.to_world, (v3f){0.0f,0.0f,-1.0f}, fwd );
m4x3_mulv( player.to_world, (v3f){ 0.15f,0.0f,-1.0f}, contact_norm );
sample_scene_height( &world.geo, contact_front, NULL ) &&
sample_scene_height( &world.geo, contact_back, NULL ) &&
sample_scene_height( &world.geo, contact_norm, NULL );
+
+ if( !all_contacting )
+ {
+ player.in_air = 1;
+ return;
+ }
v3f norm;
v3f v0, v1;
float angle = v3_dot( vup, norm );
v3_cross( vup, norm, axis );
- if( angle < 0.999f && !in_air )
+ if( angle < 0.999f )
{
v4f correction;
q_axis_angle( correction, axis, acosf(angle) );
q_mul( correction, player.rot, player.rot );
}
+ float resistance = v3_dot( norm, player.v );
- v3f gravity = { 0.0f, -9.6f, 0.0f };
- v3_muladds( player.v, gravity, timestep, player.v );
-
- if( !in_air )
+ if( resistance >= 0.0f )
{
- float resistance = v3_dot( norm, player.v );
-
- if( resistance >= 0.0f )
- in_air = 1;
- else
- {
- v3_muladds( player.v, norm, -resistance, player.v );
- }
+ player.in_air = 1;
+ return;
+ }
+ else
+ {
+ v3_muladds( player.v, norm, -resistance, player.v );
}
-
- /* vg_info( "%.3f | %.3f\n", player.v[1], resistance ); */
- v3_muladds( player.co, player.v, timestep, player.co );
+ /* This is where velocity integration used to be */
+
float slip = 0.0f;
- float yawamt = 0.0f;
- if( !in_air )
+ player.co[1] = (contact_front[1]+contact_back[1])*0.5f;
+
+ v3f vel;
+ m3x3_mulv( player.to_local, player.v, vel );
+
+ /* Calculate local forces */
+
+ slip = (-vel[0] / vel[2]) * player.vswitch;
+ if( fabsf( slip ) > 1.2f )
+ slip = vg_signf( slip ) * 1.2f;
+
+
+ if( player.slip_last*slip < 0.0f && fabsf(slip) > 0.7f )
{
- player.co[1] = (contact_front[1]+contact_back[1])*0.5f;
+ vg_warn( "SWITCH\n" );
+ player.vswitch = -player.vswitch;
+ slip = -slip;
+ }
- v3f vel;
- m3x3_mulv( player.to_local, player.v, vel );
+ player.slip_last = slip;
- /* Calculate local forces */
+ float substep = ktimestep * 0.2f;
+
+ for( int i=0; i<5; i++ )
+ {
+ if( fabsf(vel[2]) >= 0.02f*substep )
+ vel[2] += vg_signf( vel[2] ) * -0.02f * substep;
+ if( fabsf(vel[0]) >= 7.0f*substep )
+ vel[0] += vg_signf( vel[0] ) * -7.0f * substep;
+ }
+
+ m3x3_mulv( player.to_world, vel, player.v );
- slip = (-vel[0] / vel[2]) * player.vswitch;
- if( fabsf( slip ) > 1.2f )
- slip = vg_signf( slip ) * 1.2f;
+ if( vg_get_button( "yawl" ) )
+ player.iY += 3.6f * ktimestep;
+ if( vg_get_button( "yawr" ) )
+ player.iY -= 3.6f * ktimestep;
+
+ float steer = vg_get_axis( "horizontal" );
+ player.iY -= vg_signf(steer)*powf(steer,2.0f) * 3.5f * ktimestep;
+}
-
- if( player.slip_last*slip < 0.0f && fabsf(slip) > 0.7f )
+static void player_physics_air(void)
+{
+ v3f ground_pos, ground_norm;
+ v3_copy( player.co, ground_pos );
+
+ if( sample_scene_height( &world.geo, ground_pos, ground_norm ) )
+ {
+ if( ground_pos[1] > player.co[1] )
{
- vg_warn( "SWITCH\n" );
- player.vswitch = -player.vswitch;
- slip = -slip;
+ player.in_air = 0;
+ return;
}
+ }
+
+ /* Prediction
+ *
+ * TODO: Find best landing surface and guide player towords it
+ */
+ float pstep = ktimestep*10.0f;
+
+ v3f pco, pco1, pv;
+ v3_copy( player.co, pco );
+ v3_copy( player.v, pv );
+
+ v3f targetn;
+ for( int i=0; i<50; i++ )
+ {
+ v3_copy( pco, pco1 );
+ apply_gravity( pv, pstep );
+ v3_muladds( pco, pv, pstep, pco );
- player.slip_last = slip;
-
- float substep = timestep * 0.2f;
+ vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff );
- for( int i=0; i<5; i++ )
+ v3f sh;
+ v3_copy( pco, sh );
+ int hit = sample_scene_height( &world.geo, sh, targetn );
+
+ if( sh[1] >= pco[1] && hit )
{
- if( fabsf(vel[2]) >= 0.02f*substep )
- vel[2] += vg_signf( vel[2] ) * -0.02f * substep;
- if( fabsf(vel[0]) >= 6.0f*substep )
- vel[0] += vg_signf( vel[0] ) * -6.0f * substep;
- }
-
- m3x3_mulv( player.to_world, vel, player.v );
+ v3f localup;
+ m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, localup );
- if( vg_get_button( "yawl" ) )
- yawamt = 1.6f * timestep;
- if( vg_get_button( "yawr" ) )
- yawamt = -1.6f * timestep;
-
- yawamt -= vg_get_axis( "horizontal" ) * 1.6f * timestep;
+ float angle = v3_dot( localup, targetn );
+ v3f axis;
+ v3_cross( localup, targetn, axis );
+ if( angle < 0.99f )
+ {
+ v4f correction;
+ q_axis_angle( correction, axis, acosf(angle)*0.01f );
+ q_mul( correction, player.rot, player.rot );
+ }
+
+ break;
+ }
}
- else
+
+ player.iY -= vg_get_axis( "horizontal" ) * 3.6f * ktimestep;
+}
+
+static void player_update(void)
+{
+ /* temp */
+ if( vg_get_axis("grabl")>0.0f)
+ reset_player(0,NULL);
+ if( vg_get_button( "forward" ) )
{
- yawamt -= vg_get_axis( "horizontal" ) * 3.6f * timestep;
+ v3f dir = { 0.0f, 0.0f, -1.0f };
- v4f pitch;
- q_axis_angle( pitch, vside, vg_get_axis( "vertical" ) * 3.6f *timestep );
- q_mul( pitch, player.rot, player.rot );
+ m3x3_mulv( player.to_world, dir, dir );
+ v3_muladds( player.v, dir, 5.0f * ktimestep, player.v );
}
+
+
+ float horizontal = vg_get_axis("horizontal"),
+ vertical = vg_get_axis("vertical");
+
+ player.joy_l[0] = vg_signf(horizontal) * powf( horizontal, 2.0f );
+ player.joy_l[1] = vg_signf(vertical) * powf( vertical, 2.0f );
+
+ if( freecam )
+ {
+ player_freecam();
+ return;
+ }
+
+ /* Integrate velocity */
+ apply_gravity( player.v, ktimestep );
+ v3_muladds( player.co, player.v, ktimestep, player.co );
- v4f rotate;
- q_axis_angle( rotate, vup, yawamt );
+ /* Integrate inertia */
+ v4f rotate; v3f vup = {0.0f,1.0f,0.0f};
+ m3x3_mulv( player.to_world, vup, vup );
+
+ q_axis_angle( rotate, vup, player.iY );
q_mul( rotate, player.rot, player.rot );
player.look_dir[0] = atan2f( player.v[0], -player.v[2] );
+ player.look_dir[1] = atan2f( -player.v[1], sqrtf(player.v[0]*player.v[0]+
+ player.v[2]*player.v[2]) ) * 0.3f;
+
+ player.iY = 0.0f; /* temp */
+
+ if( player.in_air )
+ player_physics_air();
+
+ if( !player.in_air )
+ player_physics_ground();
- /* Creating a skeleton of the player dynamically */
+ /* Camera and character */
float kheight = 1.8f,
kleg = 0.6f;
+ v3f head;
+ head[0] = 0.0f;
+ head[1] = kheight;
+ head[2] = 0.0f;
+
+ m4x3_mulv( player.to_world, head, head );
+ v3_copy( head, player.view );
+
+ player_transform_update();
+ q_normalize(player.rot);
+}
+
+void vg_update(void)
+{
+ player_update();
+
+ /* Creating a skeleton of the player dynamically */
+
v2f ac;
static v3f last_vel = { 0.0f, 0.0f, 0.0f };
v3_lerp( bob, target, 0.2f, bob );
/* Head */
+#if 0
float lslip = fabsf(slip); //vg_minf( 0.4f, slip );
+
+ static float grab = 0.0f;
+ float grabt = vg_get_axis( "grabr" )*0.5f+0.5f;
+ grab = vg_lerpf( grab, grabt, 0.04f );
+
+ v3f head;
head[0] = 0.0f;//(-sinf(lslip)*0.9f * kheight) * 0.44f;
- head[1] = (0.3f + cosf(lslip)*0.5f) * kheight;
+ head[1] = (0.3f + cosf(lslip)*0.5f) * kheight - grab*0.7f;
head[2] = 0.0f;
v3f offset;
offset[0] *= 0.25f;
offset[1] *= -0.25f;
offset[2] *= 0.7f;
- v3_muladds( head, offset, 1.0f, head );
+ v3_muladds( head, offset, 0.7f, head );
- player_transform_update();
+ head[1] = vg_clampf( head[1], 0.3f, 20.0f );
- m4x3_mulv( player.to_world, head, head );
- v3_copy( head, player.view );
+ player.handl_target[0] = head[0] + 0.2f;
+ player.handl_target[1] = head[1] - 0.8f*(1.0f-fabsf(slip));
+ player.handl_target[2] = head[2] + 0.2f + 0.7f*fabsf(slip);
+
+ player.handr_target[0] = head[0] + 0.2f;
+ player.handr_target[1] = head[1] - 0.8f*(1.0f-fabsf(slip));
+ player.handr_target[2] = head[2] - (0.2f + 0.7f*fabsf(slip));
+
+ if( vg_maxf(lslip,grab) > 0.5f )
+ {
+ if( slip < 0.0f && in_air )
+ {
+ player.handl_target[0] = 0.15f;
+ player.handl_target[1] = 0.1f;
+ player.handl_target[2] = 0.4f;
+ }
+ else
+ {
+ player.handr_target[0] = 0.15f;
+ player.handr_target[1] = 0.1f;
+ player.handr_target[2] = -0.4f;
+ }
+
+ if( grab > 0.5f )
+ {
+ player.handr_target[0] = -0.15f;
+ player.handr_target[1] = 0.1f;
+ player.handr_target[2] = 0.4f;
+ }
+ }
+#endif
- q_normalize(player.rot);
}
static void debug_grid( v3f at )
{
mesh_bind( &player.mesh );
float const kleg_upper = 0.53f,
- kleg_lower = 0.5f;
+ kleg_lower = 0.5f,
+ karm_ratio = 0.75f,
+ karm_upper = kleg_upper*karm_ratio,
+ karm_lower = kleg_lower*karm_ratio;
/* Create IK targets */
struct ik_basic ik_leg_l = { .l1 = kleg_upper, .l2 = kleg_lower },
- ik_leg_r = { .l1 = kleg_upper, .l2 = kleg_lower };
+ ik_leg_r = { .l1 = kleg_upper, .l2 = kleg_lower },
+ ik_arm_l = { .l1 = karm_upper, .l2 = karm_lower },
+ ik_arm_r = { .l1 = karm_upper, .l2 = karm_lower };
v3f butt, fwd;
ik_basic( &ik_leg_r, mleg_r, mknee_r );
ik_basic( &ik_leg_l, mleg_l, mknee_l );
+
+ /* Arms */
+ v3f hl, hr, neckl = {0.2f,-0.1f, 0.2f},
+ neckr = {0.2f,-0.1f,-0.2f};
+
+ v3_lerp( player.handl, player.handl_target, 0.04f, player.handl );
+ v3_lerp( player.handr, player.handr_target, 0.04f, player.handr );
+
+ m3x3_mulv( player.to_world, neckl, neckl );
+ m3x3_mulv( player.to_world, neckr, neckr );
+
+ v3_add( player.view, neckl, ik_arm_l.base );
+ v3_add( player.view, neckr, ik_arm_r.base );
+ m4x3_mulv( player.to_world, player.handl, ik_arm_l.end );
+ m4x3_mulv( player.to_world, player.handr, ik_arm_r.end );
+ m4x3_mulv( player.to_world, (v3f){ 0.6f,0.7f, 0.4f }, ik_arm_l.pole );
+ m4x3_mulv( player.to_world, (v3f){ 0.6f,0.7f,-0.35f }, ik_arm_r.pole );
+ m4x3f marm_l, melbow_l, marm_r, melbow_r;
+ ik_basic( &ik_arm_l, marm_l, melbow_l );
+ ik_basic( &ik_arm_r, marm_r, melbow_r );
+ m4x3_scale( marm_l, karm_ratio );
+ m4x3_scale( marm_r, karm_ratio );
+ m4x3_scale( melbow_l, karm_ratio );
+ m4x3_scale( melbow_r, karm_ratio );
+
/* Draw */
vg_tex2d_bind( &tex_grid, 0 );
scene_tree_sway = 0.0f;
float kscale = 0.7f;
glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"),
- 0.9f*kscale,0.6f*kscale,0.1f*kscale,1.0f );
+ 0.35f*kscale,0.35f*kscale,0.35f*kscale,1.0f );
m4x3_expand( player.to_world, mat );
glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat );
submodel_draw( &player.board );
glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"),
- 0.2f*kscale,0.3f*kscale,1.0f*kscale,1.0f );
+ 0.7f*kscale,0.7f*kscale,0.7f*kscale,1.0f );
submodel_draw( &player.wheels );
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glDisable( GL_DEPTH_TEST );
glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"),
- 0.2f*kscale,0.3f*kscale,1.0f*kscale,0.2f );
+ 0.2f*kscale,0.8f*kscale,0.4f*kscale,0.14f );
+
+ submodel_draw( &player.feet );
m4x3_expand( mleg_l, mat );
glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat );
glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat );
submodel_draw( &player.legl );
+ /* arms */
+ m4x3_expand( marm_l, mat );
+ glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat );
+ submodel_draw( &player.legu );
+
+ m4x3_expand( melbow_l, mat );
+ glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat );
+ submodel_draw( &player.legl );
+
+ m4x3_expand( marm_r, mat );
+ glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat );
+ submodel_draw( &player.legu );
+
+ m4x3_expand( melbow_r, mat );
+ glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat );
+ submodel_draw( &player.legl );
+
+ /* body */
m4x3f mbutt;
m3x3_copy( player.to_world, mbutt );
v3_copy( butt, mbutt[3] );
v3f shake = { vg_randf()-0.5f, vg_randf()-0.5f, vg_randf()-0.5f };
v3_muls( shake, speed*0.01f, shake );
+ static v2f look_lerped = {0.0f,0.0f};
+ v2_lerp( look_lerped, player.look_dir, 0.03f, look_lerped );
+
m4x3_identity( world_matrix );
m4x3_rotate_x( world_matrix,
- freecam? player.look_dir[1]: 0.5f+shake[1]*0.04f );
- m4x3_rotate_y( world_matrix, player.look_dir[0]+shake[0]*0.02f );
+ freecam? look_lerped[1]: 0.6f+shake[1]*0.04f+look_lerped[1] );
+
+ m4x3_rotate_y( world_matrix, look_lerped[0]+shake[0]*0.02f );
m4x3_translate( world_matrix, pos_inv );
m4x4f world_4x4;
glUniform1i( SHADER_UNIFORM( shader_unlit, "uTexMain" ), 0 );
vg_tex2d_bind( &tex_sky, 0 );
+ mesh_bind( &world.skydome );
+ mesh_draw( &world.skydome );
+
+ vg_tex2d_bind( &tex_cement, 0 );
+ mesh_bind( &world.cement );
+ mesh_draw( &world.cement );
+
SHADER_USE(shader_standard_lit);
glUniformMatrix4fv( SHADER_UNIFORM( shader_standard_lit, "uPv" ),
vg_tex2d_bind( &tex_grid, 0 );
scene_bind( &world.geo );
+#if 0
glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"),
0.2f,0.36f,0.25f,1.0f );
submodel_draw( &world.terrain );
glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"),
0.2f,0.2f,0.21f,1.0f );
submodel_draw( &world.terrain_rocks );
-
glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"),
0.4f,0.4f,0.4f,1.0f );
submodel_draw( &world.terrain_road );
+#endif
scene_bind( &world.detail );
scene_draw( &world.detail );