8 SHADER_DEFINE( shader_player
,
10 /*Include*/ VERTEX_STANDARD_ATTRIBUTES
13 "uniform mat4x3 uMdl;"
14 "uniform vec3 uOpacityLight;"
24 "vec3 world_pos = uMdl * vec4(a_co,1.0);"
25 "gl_Position = uPv * vec4(world_pos,1.0);"
29 "aNorm = mat3(uMdl) * a_norm;"
31 "aOpacity = 1.0-(gl_Position.y+0.5);"
36 "uniform sampler2D uTexMain;"
37 "uniform vec4 uColour;"
47 "vec3 diffuse = texture( uTexMain, aUv ).rgb;"
48 "FragColor = vec4(pow(diffuse,vec3(1.0)),aOpacity);"
51 UNIFORMS({ "uTexMain", "uPv", "uMdl", "uOpacityLight" })
54 #define FOREACH_PART(FN) \
75 #define MAKE_ENUM(ENUM) k_chpart_##ENUM,
76 #define MAKE_STRING(STR) #STR,
78 #define PART_COUNT FOREACH_PART(ADD_ONE)
82 FOREACH_PART( MAKE_ENUM
)
85 static const char *character_part_strings
[] =
87 FOREACH_PART( MAKE_STRING
)
95 submodel parts
[ PART_COUNT
];
96 m4x3f matrices
[ PART_COUNT
];
98 /* Auxillary information */
99 v3f offsets
[ PART_COUNT
];
103 * note: - base nodes of IK structures will be filled automatically
104 * - all positions are in local space to the mroot
106 struct ik_basic ik_arm_l
, ik_arm_r
,
112 float rhip
, rcollar
, /* twist of hip and collar controls,
113 these act in the local +y axis of the part */
118 v3f ground_normal
; /* Feet will be aligned to this */
122 static void character_offset( struct character
*ch
, enum character_part parent
,
123 enum character_part child
)
125 v3_sub( ch
->parts
[ child
].pivot
, ch
->parts
[ parent
].pivot
,
126 ch
->offsets
[ child
] );
129 static int character_load( struct character
*ch
, const char *name
)
133 snprintf( buf
, sizeof(buf
)-1, "models/%s.mdl", name
);
134 model
*src
= vg_asset_read( buf
);
138 vg_error( "Could not open 'models/%s.mdl'", name
);
144 for( int i
=0; i
<PART_COUNT
; i
++ )
146 snprintf( buf
, sizeof(buf
)-1, "%s_%s", name
, character_part_strings
[i
] );
147 submodel
*sm
= submodel_get( src
, buf
);
151 vg_warn( "Character file does not contain an '_%s' part.\n",
152 character_part_strings
[i
] );
155 memset( &ch
->parts
[i
], 0, sizeof(submodel
) );
162 model_unpack( src
, &ch
->mesh
);
165 vg_success( "Loaded character file '%s' with no errors\n", name
);
167 /* Create the offsets */
168 character_offset( ch
, k_chpart_body0
, k_chpart_body1
);
169 character_offset( ch
, k_chpart_body1
, k_chpart_neck
);
170 character_offset( ch
, k_chpart_neck
, k_chpart_head
);
172 character_offset( ch
, k_chpart_body1
, k_chpart_arm_l0
);
173 character_offset( ch
, k_chpart_arm_l0
, k_chpart_arm_l1
);
174 character_offset( ch
, k_chpart_arm_l1
, k_chpart_hand_l
);
176 character_offset( ch
, k_chpart_body1
, k_chpart_arm_r0
);
177 character_offset( ch
, k_chpart_arm_r0
, k_chpart_arm_r1
);
178 character_offset( ch
, k_chpart_arm_r1
, k_chpart_hand_r
);
180 character_offset( ch
, k_chpart_body0
, k_chpart_leg_l0
);
181 character_offset( ch
, k_chpart_leg_l0
, k_chpart_leg_l1
);
182 character_offset( ch
, k_chpart_leg_l1
, k_chpart_foot_l
);
184 character_offset( ch
, k_chpart_body0
, k_chpart_leg_r0
);
185 character_offset( ch
, k_chpart_leg_r0
, k_chpart_leg_r1
);
186 character_offset( ch
, k_chpart_leg_r1
, k_chpart_foot_r
);
188 character_offset( ch
, k_chpart_board
, k_chpart_wb
);
189 character_offset( ch
, k_chpart_board
, k_chpart_wf
);
191 ch
->ik_arm_l
.l1
= v3_length( ch
->offsets
[ k_chpart_arm_l1
] );
192 ch
->ik_arm_l
.l2
= v3_length( ch
->offsets
[ k_chpart_hand_l
] );
193 ch
->ik_arm_r
.l1
= v3_length( ch
->offsets
[ k_chpart_arm_r1
] );
194 ch
->ik_arm_r
.l2
= v3_length( ch
->offsets
[ k_chpart_hand_r
] );
196 ch
->ik_leg_l
.l1
= v3_length( ch
->offsets
[ k_chpart_leg_l1
] );
197 ch
->ik_leg_l
.l2
= v3_length( ch
->offsets
[ k_chpart_foot_l
] );
198 ch
->ik_leg_r
.l1
= v3_length( ch
->offsets
[ k_chpart_leg_r1
] );
199 ch
->ik_leg_r
.l2
= v3_length( ch
->offsets
[ k_chpart_foot_r
] );
201 ch
->ik_body
.l1
= v3_length( ch
->offsets
[ k_chpart_body1
] );
202 ch
->ik_body
.l2
= v3_length( ch
->offsets
[ k_chpart_neck
] );
208 static void character_eval( struct character
*ch
)
210 m4x3f
*mats
= ch
->matrices
;
211 v3f
*offs
= ch
->offsets
;
213 ik_basic( &ch
->ik_body
, mats
[k_chpart_body0
], mats
[k_chpart_body1
],
218 /* TODO: Do this directly via m3x3 */
220 q_axis_angle( body_rotation
, (v3f
){0.0f
,1.0f
,0.0f
}, ch
->rhip
);
221 q_m3x3( body_rotation
, temp
);
222 m3x3_mul( mats
[k_chpart_body0
], temp
, mats
[k_chpart_body0
] );
224 q_axis_angle( body_rotation
, (v3f
){0.0f
,1.0f
,0.0f
}, ch
->rcollar
);
225 q_m3x3( body_rotation
, temp
);
226 m3x3_mul( mats
[k_chpart_body1
], temp
, mats
[k_chpart_body1
] );
229 m4x3_mulv( mats
[k_chpart_body0
], offs
[k_chpart_leg_l0
], ch
->ik_leg_l
.base
);
230 m4x3_mulv( mats
[k_chpart_body0
], offs
[k_chpart_leg_r0
], ch
->ik_leg_r
.base
);
231 m4x3_mulv( mats
[k_chpart_body1
], offs
[k_chpart_arm_l0
], ch
->ik_arm_l
.base
);
232 m4x3_mulv( mats
[k_chpart_body1
], offs
[k_chpart_arm_r0
], ch
->ik_arm_r
.base
);
234 /* IK for arms and legs */
235 ik_basic( &ch
->ik_arm_l
, mats
[k_chpart_arm_l0
], mats
[k_chpart_arm_l1
],
237 ik_basic( &ch
->ik_arm_r
, mats
[k_chpart_arm_r0
], mats
[k_chpart_arm_r1
],
239 ik_basic( &ch
->ik_leg_l
, mats
[k_chpart_leg_l0
], mats
[k_chpart_leg_l1
],
241 ik_basic( &ch
->ik_leg_r
, mats
[k_chpart_leg_r0
], mats
[k_chpart_leg_r1
],
245 m3x3_copy( mats
[k_chpart_leg_l1
], mats
[k_chpart_foot_l
] );
246 m3x3_copy( mats
[k_chpart_leg_r1
], mats
[k_chpart_foot_r
] );
247 m4x3_mulv( mats
[k_chpart_leg_l1
], offs
[k_chpart_foot_l
],
248 mats
[k_chpart_foot_l
][3] );
249 m4x3_mulv( mats
[k_chpart_leg_r1
], offs
[k_chpart_foot_r
],
250 mats
[k_chpart_foot_r
][3] );
253 m3x3_copy( mats
[k_chpart_arm_l1
], mats
[k_chpart_hand_l
] );
254 m3x3_copy( mats
[k_chpart_arm_r1
], mats
[k_chpart_hand_r
] );
255 m4x3_mulv( mats
[k_chpart_arm_l1
], offs
[k_chpart_hand_l
],
256 mats
[k_chpart_hand_l
][3] );
257 m4x3_mulv( mats
[k_chpart_arm_r1
], offs
[k_chpart_hand_r
],
258 mats
[k_chpart_hand_r
][3] );
261 m3x3_copy( mats
[k_chpart_body1
], mats
[k_chpart_neck
] );
262 m4x3_mulv( mats
[k_chpart_body1
], offs
[k_chpart_neck
],
263 mats
[k_chpart_neck
][3] );
266 q_axis_angle( qhead
, (v3f
){ 0.0f
,1.0f
,0.0f
}, ch
->rhead
);
267 q_m3x3( qhead
, mats
[k_chpart_head
] );
268 //m3x3_mul( mats[k_chpart_neck], mats[k_chpart_head], mats[k_chpart_head] );
269 m4x3_mulv( mats
[k_chpart_neck
], offs
[k_chpart_head
], mats
[k_chpart_head
][3]);
271 for( int i
=0; i
<PART_COUNT
; i
++ )
272 m4x3_mul( ch
->mroot
, ch
->matrices
[i
], ch
->matrices
[i
] );
275 #define B3D_CO( X, Y, Z ) (v3f){ X, Z, -Y }
277 struct character_rig_lower
279 v3f b0
, b1
, p
, fr
, fl
, pl
, pr
, hl
, hr
, apl
, apr
, cam
;
282 static struct character_rig_lower character_pose_aero
=
284 .b0
= {0.0721f
, 0.8167f
, 0.1365f
},
285 .b1
= {-0.0773f
, 1.1559f
, -0.1699f
},
286 .p
= {0.0421f
, 1.1430f
, 0.2803f
},
287 .fr
= {0.0535f
, 0.1312f
, -0.3647f
},
288 .fl
= {-0.0605f
, 0.1464f
, 0.2917f
},
289 .pl
= {-0.1704f
, 0.6889f
, -0.4017f
},
290 .pr
= {0.0672f
, 0.7598f
, -0.5963f
},
291 .hl
= {-0.2153f
, 0.7195f
, -0.1345f
},
292 .hr
= {0.1974f
, 0.7940f
, -0.3522f
},
293 .apl
= {-0.2008f
, 0.9546f
, 0.3687f
},
294 .apr
= {0.3133f
, 0.9299f
, 0.0181f
},
295 .cam
= {-0.3394f
, 1.2661f
, 0.2936f
}
298 static struct character_rig_lower character_pose_slide
=
300 .b0
= {0.6732f
, 0.5565f
, -0.0000f
},
301 .b1
= {0.8116f
, 1.0547f
, 0.0613f
},
302 .p
= {1.0404f
, 0.7907f
, 0.0186f
},
303 .fr
= {-0.0030f
, 0.1366f
, -0.4461f
},
304 .fl
= {-0.0030f
, 0.1366f
, 0.3480f
},
305 .pl
= {-0.0887f
, 0.8229f
, 0.3826f
},
306 .pr
= {-0.0887f
, 0.8229f
, -0.4621f
},
307 .hl
= {0.7749f
, 0.5545f
, 0.5310f
},
308 .hr
= {0.5844f
, 1.2445f
, -0.5456f
},
309 .apl
= {1.0999f
, 0.5390f
, 0.2398f
},
310 .apr
= {0.9816f
, 0.9536f
, -0.5463f
},
311 .cam
= {0.9888f
, 1.4037f
, 0.6081f
}
314 static struct character_rig_lower character_pose_slide1
=
316 .b0
= {-0.2385f
, 0.6403f
, 0.1368f
},
317 .b1
= {-0.5151f
, 1.1351f
, 0.1380f
},
318 .p
= {-0.1158f
, 1.2118f
, 0.3895f
},
319 .fr
= {-0.0030f
, 0.1323f
, -0.3190f
},
320 .fl
= {-0.0030f
, 0.1323f
, 0.5797f
},
321 .pl
= {-0.6568f
, 0.4305f
, 0.2069f
},
322 .pr
= {-0.6850f
, 0.2740f
, -0.2969f
},
323 .hl
= {-0.7029f
, 0.6132f
, 0.2972f
},
324 .hr
= {-0.2572f
, 1.0104f
, -0.4770f
},
325 .apl
= {-0.4808f
, 0.8480f
, 0.3731f
},
326 .apr
= {-0.0836f
, 1.0480f
, -0.1201f
},
327 .cam
= {-1.0508f
, 1.0769f
, 0.0528f
}
330 static struct character_rig_lower character_pose_aero_reverse
=
332 .b0
= {0.0616f
, 0.8167f
, -0.1415f
},
333 .b1
= {0.0148f
, 1.1559f
, 0.1861f
},
334 .p
= {0.0558f
, 1.1430f
, -0.2779f
},
335 .fr
= {0.0535f
, 0.1312f
, -0.3647f
},
336 .fl
= {0.0730f
, 0.1464f
, 0.2917f
},
337 .pl
= {-0.2073f
, 0.6889f
, 0.3839f
},
338 .pr
= {-0.3584f
, 0.4069f
, 0.1032f
},
339 .hl
= {0.1567f
, 0.7195f
, 0.1997f
},
340 .hr
= {-0.3055f
, 0.7940f
, 0.2639f
},
341 .apl
= {0.3143f
, 0.9546f
, -0.2784f
},
342 .apr
= {-0.2885f
, 0.9299f
, -0.1236f
},
343 .cam
= {-0.3394f
, 1.2661f
, -0.2936f
}
346 static struct character_rig_lower character_pose_stand
=
348 .b0
= {0.1877f
, 1.0663f
, 0.0063f
},
349 .b1
= {0.0499f
, 1.5564f
, -0.0584f
},
350 .p
= {0.5982f
, 1.2810f
, 0.0842f
},
351 .fr
= {0.0535f
, 0.1312f
, -0.3647f
},
352 .fl
= {0.0354f
, 0.1464f
, 0.2917f
},
353 .pl
= {-0.4325f
, 0.6889f
, 0.1823f
},
354 .pr
= {-0.4794f
, 0.7598f
, -0.3610f
},
355 .hl
= {0.0498f
, 1.0058f
, 0.2317f
},
356 .hr
= {0.0188f
, 0.9786f
, -0.2725f
},
357 .apl
= {0.2898f
, 1.3453f
, 0.2303f
},
358 .apr
= {0.5273f
, 1.2876f
, -0.1848f
},
359 .cam
= {-0.3477f
, 1.5884f
, -0.0019f
}
362 static struct character_rig_lower character_pose_fly
=
364 .b0
= {0.2995f
, 0.6819f
, -0.1369f
},
365 .b1
= {0.1618f
, 1.1720f
, -0.2016f
},
366 .p
= {0.7477f
, 0.9173f
, -0.1885f
},
367 .fr
= {0.0535f
, 0.1312f
, -0.3647f
},
368 .fl
= {0.0354f
, 0.1464f
, 0.2917f
},
369 .pl
= {-0.2930f
, 0.4849f
, 0.5307f
},
370 .pr
= {-0.4754f
, 0.4124f
, -0.4874f
},
371 .hl
= {0.2650f
, 1.1897f
, 0.4626f
},
372 .hr
= {0.2494f
, 1.2059f
, -0.7985f
},
373 .apl
= {0.5165f
, 1.0990f
, 0.1655f
},
374 .apr
= {0.6759f
, 1.0661f
, -0.6014f
},
375 .cam
= {-0.2727f
, 1.2606f
, 0.3564f
}
378 static void character_rig_lower_blend( struct character
*ch
,
379 struct character_rig_lower
*pose
, float q
)
381 v3_muladds( ch
->ik_body
.base
, pose
->b0
, q
, ch
->ik_body
.base
);
382 v3_muladds( ch
->ik_body
.end
, pose
->b1
, q
, ch
->ik_body
.end
);
383 v3_muladds( ch
->ik_body
.pole
, pose
->p
, q
, ch
->ik_body
.pole
);
384 v3_muladds( ch
->ik_leg_l
.end
, pose
->fl
, q
, ch
->ik_leg_l
.end
);
385 v3_muladds( ch
->ik_leg_l
.pole
, pose
->pl
, q
, ch
->ik_leg_l
.pole
);
386 v3_muladds( ch
->ik_leg_r
.end
, pose
->fr
, q
, ch
->ik_leg_r
.end
);
387 v3_muladds( ch
->ik_leg_r
.pole
, pose
->pr
, q
, ch
->ik_leg_r
.pole
);
388 v3_muladds( ch
->ik_arm_l
.pole
, pose
->apl
, q
, ch
->ik_arm_l
.pole
);
389 v3_muladds( ch
->ik_arm_r
.pole
, pose
->apr
, q
, ch
->ik_arm_r
.pole
);
390 v3_muladds( ch
->ik_arm_l
.end
, pose
->hl
, q
, ch
->ik_arm_l
.end
);
391 v3_muladds( ch
->ik_arm_r
.end
, pose
->hr
, q
, ch
->ik_arm_r
.end
);
392 v3_muladds( ch
->cam_pos
, pose
->cam
, q
, ch
->cam_pos
);
395 static void character_pose_with_tilt( struct character
*ch
, v3f cog
,
396 struct character_rig_lower
*pose
, float q
)
398 struct character_rig_lower npose
;
399 float dip
= vg_clampf(cog
[1], -1.0f
, 0.3f
) * 0.35f
,
400 tilt
= vg_clampf(cog
[2], -1.0f
, 1.0f
) * 0.3f
;
403 q_axis_angle( rz
, (v3f
){0.0f
,0.0f
,1.0f
}, -cog
[0]*0.6f
);
405 v3_copy( (v3f
){0.0f
,dip
,tilt
}, tr
[3] );
407 m4x3_mulv( tr
, pose
->b0
, npose
.b0
);
408 m4x3_mulv( tr
, pose
->b1
, npose
.b1
);
409 m4x3_mulv( tr
, pose
->p
, npose
.p
);
410 m4x3_mulv( tr
, pose
->pl
, npose
.pl
);
411 m4x3_mulv( tr
, pose
->pr
, npose
.pr
);
412 m4x3_mulv( tr
, pose
->hl
, npose
.hl
);
413 m4x3_mulv( tr
, pose
->hr
, npose
.hr
);
414 m4x3_mulv( tr
, pose
->apl
, npose
.apl
);
415 m4x3_mulv( tr
, pose
->apr
, npose
.apr
);
417 v3_copy( pose
->fr
, npose
.fr
);
418 v3_copy( pose
->fl
, npose
.fl
);
419 v3_copy( pose
->cam
, npose
.cam
);
421 character_rig_lower_blend( ch
, &npose
, q
);
424 static void zero_ik_basic( struct ik_basic
*ik
)
431 static void character_pose_reset( struct character
*ch
)
433 zero_ik_basic( &ch
->ik_body
);
434 zero_ik_basic( &ch
->ik_leg_l
);
435 zero_ik_basic( &ch
->ik_leg_r
);
436 zero_ik_basic( &ch
->ik_arm_l
);
437 zero_ik_basic( &ch
->ik_arm_r
);
438 v3_zero( ch
->cam_pos
);
441 static void character_testpose( struct character
*ch
, float t
)
444 float *hips
= ch
->ik_body
.base
,
445 *collar
= ch
->ik_body
.end
,
446 *pole
= ch
->ik_body
.pole
;
448 hips
[0] = cosf(t
*1.325f
)*0.25f
;
449 hips
[1] = (sinf(t
)*0.2f
+0.6f
) * ch
->parts
[ k_chpart_body0
].pivot
[1];
453 collar
[1] = hips
[1] + (ch
->ik_body
.l1
+ch
->ik_body
.l2
)*(sinf(t
)*0.05f
+0.94f
);
454 collar
[2] = hips
[2] + cosf(t
*0.42f
)*0.01f
;
456 v3_add( hips
, collar
, pole
);
457 v3_muls( pole
, 0.5f
, pole
);
458 v3_add( pole
, (v3f
){ 1.0f
, 0.0f
, 0.0f
}, pole
);
461 float *footl
= ch
->ik_leg_l
.end
,
462 *footr
= ch
->ik_leg_r
.end
,
463 *polel
= ch
->ik_leg_l
.pole
,
464 *poler
= ch
->ik_leg_r
.pole
;
466 footl
[0] = sinf(t
*0.563f
);
472 footr
[2] = cosf(t
*0.672f
);
474 v3_add( hips
, footl
, polel
);
475 v3_muls( polel
, 0.4f
, polel
);
476 v3_add( polel
, (v3f
){ -1.0f
,0.0f
,0.0f
}, polel
);
478 v3_add( hips
, footr
, poler
);
479 v3_muls( poler
, 0.4f
, poler
);
480 v3_add( poler
, (v3f
){ -1.0f
,0.0f
,0.0f
}, poler
);
483 float *arml
= ch
->ik_arm_l
.end
,
484 *armr
= ch
->ik_arm_r
.end
;
485 polel
= ch
->ik_arm_l
.pole
;
486 poler
= ch
->ik_arm_r
.pole
;
488 v3_copy( (v3f
){ 0.0f
, 0.0f
, 1.0f
}, arml
);
489 v3_copy( (v3f
){ 0.0f
, 0.0f
,-1.0f
}, armr
);
490 v3_copy( (v3f
){ 1.0f
, 1.0f
, 0.5f
}, polel
);
491 v3_copy( (v3f
){ 1.0f
, 1.0f
,-0.5f
}, poler
);
494 ch
->rhip
= sinf(t
*0.2f
);
495 ch
->rcollar
= sinf(t
*0.35325f
);
496 q_identity( ch
->qhead
);
498 m4x3_identity( ch
->matrices
[k_chpart_board
] );
499 m4x3_identity( ch
->matrices
[k_chpart_wb
] );
500 m4x3_identity( ch
->matrices
[k_chpart_wf
] );
503 static void character_draw( struct character
*ch
)
505 SHADER_USE(shader_player
);
506 glUniformMatrix4fv( SHADER_UNIFORM( shader_player
, "uPv" ),
507 1, GL_FALSE
, (float *)vg_pv
);
509 glUniform1i( SHADER_UNIFORM( shader_player
, "uTexMain" ), 0 );
510 glUniform3fv( SHADER_UNIFORM( shader_player
, "uOpacityLight" ), 1,
511 ch
->matrices
[k_chpart_neck
][3] );
513 GLint kuMdl
= SHADER_UNIFORM( shader_player
, "uMdl" );
515 glEnable( GL_CULL_FACE
);
516 glCullFace( GL_BACK
);
518 mesh_bind( &ch
->mesh
);
520 for( int i
=0; i
<PART_COUNT
; i
++ )
522 glUniformMatrix4x3fv( kuMdl
, 1, GL_FALSE
, (float *)ch
->matrices
[i
] );
523 submodel_draw( &ch
->parts
[i
] );
527 static void character_shader_register(void)
529 SHADER_INIT(shader_player
);