new animations
[carveJwlIkooP6JGAAIwe30JlM.git] / main.c
1 #define VG_3D
2 #include "vg/vg.h"
3
4 /* Resources */
5 vg_tex2d tex_norwey = { .path = "textures/norway_foliage.qoi" };
6 vg_tex2d tex_grid = { .path = "textures/grid.qoi" };
7 vg_tex2d tex_sky = { .path = "textures/sky.qoi" };
8 vg_tex2d tex_gradients = { .path = "textures/gradients.qoi",
9 .flags = VG_TEXTURE_CLAMP };
10 vg_tex2d tex_cement = { .path = "textures/cement512.qoi" };
11
12 vg_tex2d *texture_list[] =
13 {
14 &tex_norwey,
15 &tex_gradients,
16 &tex_grid,
17 &tex_sky,
18 &tex_cement
19 };
20
21 /* Convars */
22 static int freecam = 0;
23 static int debugview = 0;
24 static int debugsdf = 0;
25 static int sv_debugcam = 0;
26 static int sv_phys = 0;
27 static int thirdperson = 0;
28
29 /* Components */
30 #include "road.h"
31 #include "scene.h"
32 #include "ik.h"
33
34 int main( int argc, char *argv[] )
35 {
36 vg_init( argc, argv, "Voyager Game Engine" );
37 }
38
39 m4x3f world_matrix;
40
41 static struct gplayer
42 {
43 /* Physics */
44 v3f co, v, a;
45 v4f rot;
46 float vswitch, slip, slip_last;
47
48 float iY; /* Yaw inertia */
49 int in_air;
50
51 /* Input */
52 v2f joy_l;
53
54 v3f view;
55 v2f look_dir; /* TEMP */
56 v2f board_xy;
57 float grab;
58 float pitch;
59
60 m4x3f to_world, to_local;
61
62 /* Opengl */
63 glmesh mesh;
64 submodel legl,
65 legu,
66 board,
67 torso,
68 wheels,
69 foot,
70
71 /* NEW MODEL */
72 leg_r0, leg_r1, foot_r,
73 leg_l0, leg_l1, foot_l,
74 arm_r0, arm_r1, hand_r,
75 arm_l0, arm_l1, hand_l,
76 body, head;
77
78 /* Rendering */
79 m4x3f mleg_l, mknee_l, mleg_r, mknee_r, mboard;
80 m4x3f marm_l, melbow_l, marm_r, melbow_r, mbutt,
81 mfoot_l, mfoot_r;
82
83 v3f handl_target, handr_target,
84 handl, handr;
85 }
86 player;
87
88 static struct gworld
89 {
90 glmesh skydome;
91 glmesh cement;
92
93 scene foliage, /* Tree shader */
94 geo, /* Std shader, collisions */
95 detail; /* Std shader, no collisions */
96
97 submodel terrain,
98 terrain_rocks,
99 terrain_road;
100 }
101 world;
102
103 static void player_transform_update(void)
104 {
105 q_m3x3( player.rot, player.to_world );
106 v3_copy( player.co, player.to_world[3] );
107
108 m4x3_invert_affine( player.to_world, player.to_local );
109 }
110
111 static int reset_player( int argc, char const *argv[] )
112 {
113 v3_zero( player.co );
114 v3_copy( (v3f){ 0.0f, 0.0f, -0.2f }, player.v );
115 q_identity( player.rot );
116 player.vswitch = 1.0f;
117 player.slip_last = 0.0f;
118
119 player_transform_update();
120 return 0;
121 }
122
123 void vg_register(void)
124 {
125 scene_register();
126 }
127
128 void vg_start(void)
129 {
130 vg_tex2d_init( texture_list, vg_list_size( texture_list ) );
131
132 vg_convar_push( (struct vg_convar){
133 .name = "freecam",
134 .data = &freecam,
135 .data_type = k_convar_dtype_i32,
136 .opt_i32 = { .min=0, .max=1, .clamp=1 },
137 .persistent = 1
138 });
139
140 vg_convar_push( (struct vg_convar){
141 .name = "debugcam",
142 .data = &sv_debugcam,
143 .data_type = k_convar_dtype_i32,
144 .opt_i32 = { .min=0, .max=1, .clamp=0 },
145 .persistent = 1
146 });
147
148 vg_convar_push( (struct vg_convar){
149 .name = "debugview",
150 .data = &debugview,
151 .data_type = k_convar_dtype_i32,
152 .opt_i32 = { .min=0, .max=1, .clamp=0 },
153 .persistent = 1
154 });
155
156 vg_convar_push( (struct vg_convar){
157 .name = "debugsdf",
158 .data = &debugsdf,
159 .data_type = k_convar_dtype_i32,
160 .opt_i32 = { .min=0, .max=1, .clamp=1 },
161 .persistent = 1
162 });
163
164 vg_convar_push( (struct vg_convar){
165 .name = "phys",
166 .data = &sv_phys,
167 .data_type = k_convar_dtype_i32,
168 .opt_i32 = { .min=0, .max=1, .clamp=1 },
169 .persistent = 1
170 });
171
172 vg_convar_push( (struct vg_convar){
173 .name = "thirdperson",
174 .data = &thirdperson,
175 .data_type = k_convar_dtype_i32,
176 .opt_i32 = { .min=0, .max=1, .clamp=1 },
177 .persistent = 1
178 });
179
180 vg_function_push( (struct vg_cmd){
181 .name = "reset",
182 .function = reset_player
183 });
184
185 v3f lightDir = { 0.1f, 0.8f, 0.2f };
186 v3_normalize( lightDir );
187
188 /* Unpack player */
189 model *char_dev = vg_asset_read( "models/char_dev.mdl" );
190 model_unpack( char_dev, &player.mesh );
191 player.legl = *submodel_get( char_dev, "legl" );
192 player.legu = *submodel_get( char_dev, "legu" );
193 player.board = *submodel_get( char_dev, "skateboard" );
194 player.torso = *submodel_get( char_dev, "torso" );
195 player.wheels = *submodel_get( char_dev, "wheels" );
196 player.foot = *submodel_get( char_dev, "foot" );
197
198 /* new model */
199 player.leg_r0 = *submodel_get( char_dev, "leg_r0" );
200 player.leg_r1 = *submodel_get( char_dev, "leg_r1" );
201 player.foot_r = *submodel_get( char_dev, "foot_r" );
202 player.leg_l0 = *submodel_get( char_dev, "leg_l0" );
203 player.leg_l1 = *submodel_get( char_dev, "leg_l1" );
204 player.foot_l = *submodel_get( char_dev, "foot_l" );
205 player.arm_r0 = *submodel_get( char_dev, "arm_r0" );
206 player.arm_r1 = *submodel_get( char_dev, "arm_r1" );
207 player.hand_r = *submodel_get( char_dev, "hand_r" );
208 player.arm_l0 = *submodel_get( char_dev, "arm_l0" );
209 player.arm_l1 = *submodel_get( char_dev, "arm_l1" );
210 player.hand_l = *submodel_get( char_dev, "hand_l" );
211 player.body = *submodel_get( char_dev, "body" );
212 player.head = *submodel_get( char_dev, "head" );
213 free(char_dev);
214
215 /* temp */
216 model *cement_model = vg_asset_read("models/cement_r1.mdl" );
217 model_unpack( cement_model, &world.cement );
218 free( cement_model );
219
220 /* Setup scene */
221 scene_init( &world.geo );
222 scene_init( &world.detail );
223 scene_init( &world.foliage );
224
225 model *mworld = vg_asset_read( "models/free_dev.mdl" );
226 model *mtest = vg_asset_read( "models/test.mdl" );
227
228 model *msky = vg_asset_read( "models/skydome.mdl" );
229 model_unpack( msky, &world.skydome );
230 free( msky );
231
232 scene_add_model( &world.geo, mworld, submodel_get( mworld, "terrain" ),
233 (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
234 scene_copy_slice( &world.geo, &world.terrain );
235
236 scene_add_model( &world.geo, mworld, submodel_get( mworld, "terrain_rocks" ),
237 (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
238 scene_copy_slice( &world.geo, &world.terrain_rocks );
239
240 submodel *ptree = submodel_get( mtest, "tree" ),
241 *pt_groundcover[] =
242 {
243 submodel_get( mtest, "bush" ),
244 submodel_get( mtest, "bush" ),
245 submodel_get( mtest, "blubber" ),
246 };
247
248 /* Sprinkle some trees in the terrain areas */
249 v3f range;
250 v3_sub( world.geo.bbx[1], world.geo.bbx[0], range );
251
252 #ifdef VG_RELEASE
253 int const ktree_count = 8000,
254 kfoliage_count = 200000;
255 #else
256 int const ktree_count = 200,
257 kfoliage_count = 0;
258 #endif
259
260 for( int i=0; i<ktree_count; i++ )
261 {
262 v3f pos = { vg_randf(), 0.0f, vg_randf() },
263 norm;
264
265 v3_muladd( world.geo.bbx[0], pos, range, pos );
266
267 if( sample_scene_height( &world.geo, pos, norm ) )
268 {
269 if( v3_dot( norm, (v3f){ 0.0f, 1.0f, 0.0f } ) > 0.9f )
270 {
271 scene_add_model( &world.foliage, mtest, ptree,
272 pos, vg_randf() * VG_TAUf, vg_randf() * 0.5f + 0.5f );
273 }
274 }
275 }
276
277 for( int i=0; i<kfoliage_count; i++ )
278 {
279 v3f pos = { vg_randf(), 0.0f, vg_randf() },
280 norm;
281
282 v3_muladd( world.geo.bbx[0], pos, range, pos );
283
284 if( sample_scene_height( &world.geo, pos, norm ) )
285 {
286 if( v3_dot( norm, (v3f){ 0.0f, 1.0f, 0.0f } ) > 0.7f )
287 {
288 scene_add_model( &world.foliage, mtest,
289 pt_groundcover[rand()%vg_list_size(pt_groundcover)],
290 pos, vg_randf() * VG_TAUf, vg_randf() * 0.5f + 0.5f );
291 }
292 }
293 }
294
295 scene_add_model( &world.geo, mworld, submodel_get( mworld, "road" ),
296 (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
297 scene_copy_slice( &world.geo, &world.terrain_road );
298
299 scene_add_model( &world.detail, mworld, submodel_get( mworld, "art" ),
300 (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
301
302 free( mtest );
303 free( mworld );
304
305 scene_compute_occlusion( &world.foliage );
306
307 scene_upload( &world.foliage );
308 scene_upload( &world.geo );
309 scene_upload( &world.detail );
310
311 reset_player( 0, NULL );
312 player_transform_update();
313 }
314
315 static float ktimestep = 1.0f/60.0f;
316
317 static void player_freecam(void)
318 {
319 m4x3f cam_rot;
320 m4x3_identity( cam_rot );
321 m4x3_rotate_y( cam_rot, -player.look_dir[0] );
322 m4x3_rotate_x( cam_rot, -player.look_dir[1] );
323
324 v3f lookdir = { 0.0f, 0.0f, -1.0f },
325 sidedir = { 1.0f, 0.0f, 0.0f };
326
327 m4x3_mulv( cam_rot, lookdir, lookdir );
328 m4x3_mulv( cam_rot, sidedir, sidedir );
329
330 float movespeed = 5.0f;
331 static v2f mouse_last,
332 view_vel = { 0.0f, 0.0f };
333
334 static v3f move_vel = { 0.0f, 0.0f, 0.0f };
335
336 if( vg_get_button_down( "primary" ) )
337 v2_copy( vg_mouse, mouse_last );
338 else if( vg_get_button( "primary" ) )
339 {
340 v2f delta;
341 v2_sub( vg_mouse, mouse_last, delta );
342 v2_copy( vg_mouse, mouse_last );
343
344 v2_muladds( view_vel, delta, 0.005f, view_vel );
345 }
346
347 v2_muls( view_vel, 0.75f, view_vel );
348 v2_add( view_vel, player.look_dir, player.look_dir );
349 player.look_dir[1] =
350 vg_clampf( player.look_dir[1], -VG_PIf*0.5f, VG_PIf*0.5f );
351
352 if( vg_get_button( "forward" ) )
353 v3_muladds( move_vel, lookdir, ktimestep * movespeed, move_vel );
354 if( vg_get_button( "back" ) )
355 v3_muladds( move_vel, lookdir, ktimestep *-movespeed, move_vel );
356 if( vg_get_button( "left" ) )
357 v3_muladds( move_vel, sidedir, ktimestep *-movespeed, move_vel );
358 if( vg_get_button( "right" ) )
359 v3_muladds( move_vel, sidedir, ktimestep * movespeed, move_vel );
360
361 v3_muls( move_vel, 0.75f, move_vel );
362 v3_add( move_vel, player.view, player.view );
363
364 }
365
366 static void apply_gravity( v3f vel, float const timestep )
367 {
368 v3f gravity = { 0.0f, -9.6f, 0.0f };
369 v3_muladds( vel, gravity, timestep, vel );
370 }
371
372 static void player_physics_ground(void)
373 {
374 /*
375 * Getting surface collision points,
376 * the contact manifold is a triangle for simplicity.
377 */
378 v3f contact_front, contact_back, fwd, fwd1, contact_norm, vup, vside,
379 axis;
380
381 m3x3_mulv( player.to_world, (v3f){0.0f,0.0f,-1.0f}, fwd );
382 m4x3_mulv( player.to_world, (v3f){ 0.15f,0.0f,-1.0f}, contact_norm );
383 m4x3_mulv( player.to_world, (v3f){-0.15f,0.0f,-1.0f}, contact_front );
384 m4x3_mulv( player.to_world, (v3f){ 0.00f,0.0f, 1.0f}, contact_back );
385 m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, vup );
386 m3x3_mulv( player.to_world, (v3f){1.0f,0.0f,0.0f}, vside );
387
388 int all_contacting =
389 sample_scene_height( &world.geo, contact_front, NULL ) &&
390 sample_scene_height( &world.geo, contact_back, NULL ) &&
391 sample_scene_height( &world.geo, contact_norm, NULL );
392
393 if( !all_contacting )
394 {
395 player.in_air = 1;
396 return;
397 }
398
399 v3f norm;
400 v3f v0, v1;
401 v3_sub( contact_norm, contact_front, v0 );
402 v3_sub( contact_back, contact_front, v1 );
403 v3_cross( v1, v0, norm );
404 v3_normalize( norm );
405
406 vg_line( contact_norm, contact_front, 0xff00ff00 );
407 vg_line( contact_back, contact_front, 0xff0000ff );
408
409 /* Surface alignment */
410 float angle = v3_dot( vup, norm );
411 v3_cross( vup, norm, axis );
412
413 if( angle < 0.999f )
414 {
415 v4f correction;
416 q_axis_angle( correction, axis, acosf(angle) );
417 q_mul( correction, player.rot, player.rot );
418 }
419
420 float resistance = v3_dot( norm, player.v );
421
422 if( resistance >= 0.0f )
423 {
424 player.in_air = 1;
425 return;
426 }
427 else
428 {
429 v3_muladds( player.v, norm, -resistance, player.v );
430 }
431
432 /* This is where velocity integration used to be */
433
434 float slip = 0.0f;
435
436 player.co[1] = (contact_front[1]+contact_back[1])*0.5f;
437
438 v3f vel;
439 m3x3_mulv( player.to_local, player.v, vel );
440
441 /* Calculate local forces */
442
443 slip = (-vel[0] / vel[2]) * player.vswitch;
444 if( fabsf( slip ) > 1.2f )
445 slip = vg_signf( slip ) * 1.2f;
446 player.slip = slip;
447
448 #if 0
449 if( player.slip_last*slip < 0.0f && fabsf(slip) > 0.7f )
450 {
451 vg_warn( "SWITCH\n" );
452 player.vswitch = -player.vswitch;
453 slip = -slip;
454 }
455
456 player.slip_last = slip;
457 #endif
458
459 float substep = ktimestep * 0.2f;
460
461 for( int i=0; i<5; i++ )
462 {
463 if( fabsf(vel[2]) >= 0.02f*substep )
464 vel[2] += vg_signf( vel[2] ) * -0.02f * substep;
465 if( fabsf(vel[0]) >= 7.0f*substep )
466 vel[0] += vg_signf( vel[0] ) * -7.0f * substep;
467 }
468
469 m3x3_mulv( player.to_world, vel, player.v );
470
471 if( vg_get_button( "yawl" ) )
472 player.iY += 3.6f * ktimestep;
473 if( vg_get_button( "yawr" ) )
474 player.iY -= 3.6f * ktimestep;
475
476 float steer = vg_get_axis( "horizontal" );
477 player.iY -= vg_signf(steer)*powf(steer,2.0f) * 1.5f * ktimestep;
478 }
479
480 static void player_physics_air(void)
481 {
482 v3f ground_pos, ground_norm;
483 v3_copy( player.co, ground_pos );
484
485 if( sample_scene_height( &world.geo, ground_pos, ground_norm ) )
486 {
487 if( ground_pos[1] > player.co[1] )
488 {
489 player.in_air = 0;
490 return;
491 }
492 }
493
494 /* Prediction
495 *
496 * TODO: Find best landing surface and guide player towords it
497 */
498 float pstep = ktimestep*10.0f;
499
500 v3f pco, pco1, pv;
501 v3_copy( player.co, pco );
502 v3_copy( player.v, pv );
503
504 v3f targetn;
505 for( int i=0; i<50; i++ )
506 {
507 v3_copy( pco, pco1 );
508 apply_gravity( pv, pstep );
509 v3_muladds( pco, pv, pstep, pco );
510
511 vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff );
512
513 v3f sh;
514 v3_copy( pco, sh );
515 int hit = sample_scene_height( &world.geo, sh, targetn );
516
517 if( sh[1] >= pco[1] && hit )
518 {
519 v3f localup;
520 m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, localup );
521
522 float angle = v3_dot( localup, targetn );
523 v3f axis;
524 v3_cross( localup, targetn, axis );
525
526 if( angle < 0.99f )
527 {
528 v4f correction;
529 q_axis_angle( correction, axis, acosf(angle)*0.01f );
530 q_mul( correction, player.rot, player.rot );
531 }
532
533 break;
534 }
535 }
536
537 player.iY -= vg_get_axis( "horizontal" ) * 3.6f * ktimestep;
538 }
539
540 static void player_animate(void);
541 static void player_update(void)
542 {
543 /* temp */
544 if( freecam )
545 {
546 player_freecam();
547 return;
548 }
549
550 if( vg_get_axis("grabl")>0.0f)
551 reset_player(0,NULL);
552 if( vg_get_button( "forward" ) )
553 {
554 v3f dir = { 0.0f, 0.0f, -1.0f };
555
556 m3x3_mulv( player.to_world, dir, dir );
557 v3_muladds( player.v, dir, 5.0f * ktimestep, player.v );
558 }
559
560 float horizontal = vg_get_axis("horizontal"),
561 vertical = vg_get_axis("vertical");
562
563 player.joy_l[0] = vg_signf(horizontal) * powf( horizontal, 2.0f );
564 player.joy_l[1] = vg_signf(vertical) * powf( vertical, 2.0f );
565
566 /* Integrate velocity */
567 if( sv_phys )
568 {
569 apply_gravity( player.v, ktimestep );
570 v3_muladds( player.co, player.v, ktimestep, player.co );
571 }
572
573 /* Integrate inertia */
574 v4f rotate; v3f vup = {0.0f,1.0f,0.0f};
575 m3x3_mulv( player.to_world, vup, vup );
576
577 q_axis_angle( rotate, vup, player.iY );
578 q_mul( rotate, player.rot, player.rot );
579
580 player.look_dir[0] = atan2f( player.v[0], -player.v[2] );
581 player.look_dir[1] = atan2f( -player.v[1], sqrtf(player.v[0]*player.v[0]+
582 player.v[2]*player.v[2]) ) * 0.3f;
583
584 player.iY = 0.0f; /* temp */
585
586 if( player.in_air )
587 player_physics_air();
588
589 if( !player.in_air )
590 player_physics_ground();
591
592 /* Camera and character */
593
594 player_transform_update();
595 q_normalize(player.rot);
596 player_animate();
597 }
598
599 void vg_update(void)
600 {
601 player_update();
602
603 /* Creating a skeleton of the player dynamically */
604
605
606 #if 0
607 player.handl_target[0] = head[0] + 0.2f;
608 player.handl_target[1] = head[1] - 0.8f*(1.0f-fabsf(slip));
609 player.handl_target[2] = head[2] + 0.2f + 0.7f*fabsf(slip);
610
611 player.handr_target[0] = head[0] + 0.2f;
612 player.handr_target[1] = head[1] - 0.8f*(1.0f-fabsf(slip));
613 player.handr_target[2] = head[2] - (0.2f + 0.7f*fabsf(slip));
614
615 if( vg_maxf(lslip,grab) > 0.5f )
616 {
617 if( player.slip < 0.0f && player.in_air )
618 {
619 player.handl_target[0] = 0.15f;
620 player.handl_target[1] = 0.1f;
621 player.handl_target[2] = 0.4f;
622 }
623 else
624 {
625 player.handr_target[0] = 0.15f;
626 player.handr_target[1] = 0.1f;
627 player.handr_target[2] = -0.4f;
628 }
629
630 if( grab > 0.5f )
631 {
632 player.handr_target[0] = -0.15f;
633 player.handr_target[1] = 0.1f;
634 player.handr_target[2] = 0.4f;
635 }
636 }
637
638 #endif
639 }
640
641 static void player_animate(void)
642 {
643 /* Camera position */
644 static v3f last_vel = { 0.0f, 0.0f, 0.0f };
645 static v3f momentum, bob;
646
647 v3_sub( player.v, last_vel, player.a );
648 v3_copy( player.v, last_vel );
649
650 v3_add( momentum, player.a, momentum );
651 v3_lerp( momentum, (v3f){0.0f,0.0f,0.0f}, 0.1f, momentum );
652 v3f target;
653
654 momentum[0] = vg_clampf( momentum[0], -2.0f, 2.0f );
655 momentum[1] = vg_clampf( momentum[1], -0.2f, 5.0f );
656 momentum[2] = vg_clampf( momentum[2], -2.0f, 2.0f );
657 v3_copy( momentum, target );
658 v3_lerp( bob, target, 0.2f, bob );
659
660 /* Head */
661 float lslip = fabsf(player.slip); //vg_minf( 0.4f, slip );
662
663 float grabt = vg_get_axis( "grabr" )*0.5f+0.5f;
664 player.grab = vg_lerpf( player.grab, grabt, 0.04f );
665
666 float kheight = 1.8f,
667 kleg = 0.6f;
668
669 v3f head;
670 head[0] = 0.0f;
671 head[1] = (0.3f+cosf(lslip)*0.5f*(1.0f-player.grab*0.7f)) * kheight;
672 head[2] = 0.0f;
673
674 v3f offset;
675 m3x3_mulv( player.to_local, bob, offset );
676
677 offset[0] *= 0.3333f;
678 offset[1] *= -0.25f;
679 offset[2] *= 0.7f;
680 v3_muladds( head, offset, 0.7f, head );
681 head[1] = vg_clampf( head[1], 0.3f, kheight );
682
683 m4x3_mulv( player.to_world, head, head );
684
685 v3_copy( head, player.view );
686
687 /* New board transformation */
688 v4f board_rotation; v3f board_location;
689
690 /* TODO: Move this out of animate into update */
691 v2_lerp( player.board_xy, (v2f){ vg_get_axis("h1"), vg_get_axis("v1") },
692 ktimestep*3.0f, player.board_xy );
693
694 v4f rz, rx;
695 q_axis_angle( rz, (v3f){ 0.0f, 0.0f, 1.0f }, player.board_xy[0] );
696 q_axis_angle( rx, (v3f){ 1.0f, 0.0f, 0.0f }, player.board_xy[1] );
697 q_mul( rx, rz, board_rotation );
698
699 q_m3x3( board_rotation, player.mboard );
700 m3x3_mulv( player.mboard, (v3f){ 0.0f, -0.5f, 0.0f }, board_location );
701 v3_add( (v3f){0.0f,0.5f,0.0f}, board_location, board_location );
702
703 m3x3_mul( player.to_world, player.mboard, player.mboard );
704 m4x3_mulv( player.to_world, board_location, player.mboard[3] );
705
706
707 /* In the air, the dude should grab with the side thats highest,
708 * while also sliding the same foot downwards a bit */
709
710 float foot_l = 0.3f,
711 foot_r = -0.4f;
712
713 player.handl_target[0] = 0.0f;
714 player.handl_target[1] = 0.0f;
715 player.handl_target[2] = 0.6f;
716
717 player.handr_target[0] = 0.0f;
718 player.handr_target[1] = 0.0f;
719 player.handr_target[2] = -0.6f;
720 if( 1||player.in_air )
721 {
722 float tuck = player.board_xy[1],
723 tuck_amt = fabsf( tuck ) * (1.0f-fabsf(player.board_xy[0]));
724
725 if( tuck < 0.0f )
726 {
727 foot_l *= 1.0f-tuck_amt*1.5f;
728
729 if( player.grab > 0.1f )
730 {
731 m4x3_mulv( player.mboard, (v3f){0.1f,0.14f,0.6f},
732 player.handl_target );
733 m4x3_mulv( player.to_local,
734 player.handl_target, player.handl_target );
735 }
736 }
737 else
738 {
739 foot_r *= 1.0f-tuck_amt*1.4f;
740
741 if( player.grab > 0.1f )
742 {
743 m4x3_mulv( player.mboard, (v3f){0.1f,0.14f,-0.6f},
744 player.handr_target );
745 m4x3_mulv( player.to_local,
746 player.handr_target, player.handr_target );
747 }
748 }
749 }
750 else
751 {
752 }
753
754 m3x3_copy( player.mboard, player.mfoot_l );
755 m4x3_mulv( player.mboard, (v3f){ 0.0f,0.16f,foot_l }, player.mfoot_l[3] );
756
757 m3x3_copy( player.mboard, player.mfoot_r );
758 m4x3_mulv( player.mboard, (v3f){ 0.0f,0.16f,foot_r }, player.mfoot_r[3] );
759
760 float const kleg_upper = 0.53f,
761 kleg_lower = 0.5f,
762 karm_ratio = 0.75f,
763 karm_upper = kleg_upper*karm_ratio,
764 karm_lower = kleg_lower*karm_ratio;
765
766 /* Create IK targets */
767 struct ik_basic ik_leg_l = { .l1 = kleg_upper, .l2 = kleg_lower },
768 ik_leg_r = { .l1 = kleg_upper, .l2 = kleg_lower },
769 ik_arm_l = { .l1 = karm_upper, .l2 = karm_lower },
770 ik_arm_r = { .l1 = karm_upper, .l2 = karm_lower };
771
772 v3f butt, fwd;
773 v4f hip_rotation;
774
775 /* create hip rotation */
776 q_axis_angle( hip_rotation, (v3f){0.0f,1.0f,0.0f}, sinf(vg_time) );
777 q_m3x3( hip_rotation, player.mbutt );
778 m3x3_mul( player.to_world, player.mbutt, player.mbutt );
779
780 /* offset */
781 m3x3_mulv( player.to_world, (v3f){ 0.2f,-0.55f,0.0f}, butt );
782 v3_add( butt, player.view, butt );
783 v3_copy( butt, player.mbutt[3] );
784
785 m4x3_mulv( player.mbutt, (v3f){0.0f,0.0f,-0.1f}, ik_leg_r.base );
786 m4x3_mulv( player.mbutt, (v3f){0.0f,0.0f, 0.1f}, ik_leg_l.base );
787
788 m4x3_mulv( player.mboard, (v3f){ 0.0f,0.16f, foot_r }, ik_leg_r.end );
789 m4x3_mulv( player.mboard, (v3f){ 0.0f,0.16f, foot_l }, ik_leg_l.end );
790 m4x3_mulv( player.mboard, (v3f){ -0.6f,0.50f,-0.40f }, ik_leg_r.pole );
791 m4x3_mulv( player.mboard, (v3f){ -0.6f,0.50f, 0.35f }, ik_leg_l.pole );
792
793 /* Compute IK */
794 ik_basic( &ik_leg_r, player.mleg_r, player.mknee_r );
795 ik_basic( &ik_leg_l, player.mleg_l, player.mknee_l );
796
797 /* Arms */
798 v3f hl, hr, neckl = {0.0f, 0.5f, 0.2f},
799 neckr = {0.0f, 0.5f,-0.2f};
800
801 m4x3_mulv( player.mbutt, neckl, ik_arm_l.base );
802 m4x3_mulv( player.mbutt, neckr, ik_arm_r.base );
803
804 v3_lerp( player.handl, player.handl_target, 0.1f, player.handl );
805 v3_lerp( player.handr, player.handr_target, 0.1f, player.handr );
806
807 m4x3_mulv( player.to_world, player.handl, ik_arm_l.end );
808 m4x3_mulv( player.to_world, player.handr, ik_arm_r.end );
809 m4x3_mulv( player.to_world, (v3f){ 0.6f,0.7f, 0.4f }, ik_arm_l.pole );
810 m4x3_mulv( player.to_world, (v3f){ 0.6f,0.7f,-0.35f }, ik_arm_r.pole );
811
812 ik_basic( &ik_arm_l, player.marm_l, player.melbow_l );
813 ik_basic( &ik_arm_r, player.marm_r, player.melbow_r );
814
815 if( thirdperson )
816 {
817 v3f nv;
818 v3_copy( player.v, nv );
819 v3_normalize( nv );
820 v3_muladds( player.view, nv, -3.0f, player.view );
821 }
822 }
823
824 static void draw_player(void)
825 {
826 mesh_bind( &player.mesh );
827
828 /* Draw */
829 vg_tex2d_bind( &tex_grid, 0 );
830 scene_tree_sway = 0.0f;
831
832 mesh_bind( &player.mesh );
833 m4x4f mat;
834
835 SHADER_USE(shader_standard_lit);
836
837 glUniformMatrix4fv( SHADER_UNIFORM( shader_standard_lit, "uPv" ),
838 1, GL_FALSE, (float *)vg_pv );
839 glUniform1i( SHADER_UNIFORM( shader_standard_lit, "uTexMain" ), 0 );
840 vg_tex2d_bind( &tex_grid, 0 );
841
842 GLint kuMdl = SHADER_UNIFORM( shader_standard_lit, "uMdl" );
843
844 float kscale = 0.7f;
845 glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"),
846 0.35f*kscale,0.35f*kscale,0.35f*kscale,1.0f );
847
848 glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mboard );
849 submodel_draw( &player.board );
850
851 glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"),
852 0.7f*kscale,0.7f*kscale,0.7f*kscale,1.0f );
853 submodel_draw( &player.wheels );
854
855 glEnable(GL_BLEND);
856 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
857 glBlendEquation(GL_FUNC_ADD);
858 glDisable( GL_DEPTH_TEST );
859 glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"),
860 0.2f*kscale,0.8f*kscale,0.4f*kscale,0.14f );
861
862 glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mfoot_l );
863 submodel_draw( &player.foot_l );
864 glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mfoot_r );
865 submodel_draw( &player.foot_r );
866
867 glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mleg_l );
868 submodel_draw( &player.leg_l0 );
869
870 glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mknee_l );
871 submodel_draw( &player.leg_l1 );
872
873 glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mleg_r );
874 submodel_draw( &player.leg_r0 );
875
876 glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mknee_r );
877 submodel_draw( &player.leg_r1 );
878
879 /* arms */
880 glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.marm_l );
881 submodel_draw( &player.arm_l0 );
882
883 glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.melbow_l );
884 submodel_draw( &player.arm_l1 );
885
886 glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.marm_r );
887 submodel_draw( &player.arm_r0 );
888
889 glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.melbow_r );
890 submodel_draw( &player.arm_r1 );
891
892 /* body */
893 glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mbutt );
894 submodel_draw( &player.body );
895
896 glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"),
897 0.2f*kscale,0.2f*kscale,0.2f*kscale,0.14f );
898 submodel_draw( &player.head );
899
900 glDisable(GL_BLEND);
901 glEnable( GL_DEPTH_TEST );
902 }
903
904 void vg_render(void)
905 {
906 glViewport( 0,0, vg_window_x, vg_window_y );
907
908 glDisable( GL_DEPTH_TEST );
909 glClearColor( 0.1f, 0.0f, 0.2f, 1.0f );
910 glClearColor(141.0f/255.0f, 176.0f/255.0f, 215.0f/255.0f,1.0f);
911 glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
912
913 v3f pos_inv;
914 v3_negate( player.view, pos_inv );
915
916 float speed = v3_length( player.v );
917 v3f shake = { vg_randf()-0.5f, vg_randf()-0.5f, vg_randf()-0.5f };
918 v3_muls( shake, speed*0.01f, shake );
919
920 static v2f look_lerped = {0.0f,0.0f};
921 v2_lerp( look_lerped, player.look_dir, 0.03f, look_lerped );
922
923 m4x3_identity( world_matrix );
924 m4x3_rotate_x( world_matrix,
925 freecam? look_lerped[1]: 0.6f+shake[1]*0.04f+look_lerped[1] );
926
927 m4x3_rotate_y( world_matrix, look_lerped[0]+shake[0]*0.02f );
928 m4x3_translate( world_matrix, pos_inv );
929
930 m4x4f world_4x4;
931 m4x3_expand( world_matrix, world_4x4 );
932 m4x4_projection( vg_pv,
933 freecam? 90.0f: 130.0f,
934 (float)vg_window_x / (float)vg_window_y,
935 0.01f, 1000.0f );
936 m4x4_mul( vg_pv, world_4x4, vg_pv );
937
938 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 1.0f, 0.0f, 0.0f }, 0xffff0000 );
939 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 1.0f, 0.0f }, 0xff00ff00 );
940 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 0.0f, 1.0f }, 0xff0000ff );
941
942 glEnable( GL_DEPTH_TEST );
943
944 scene_foliage_shader_use();
945 m4x3f temp1;
946 m4x3_identity( temp1 );
947 glUniformMatrix4x3fv( SHADER_UNIFORM( shader_debug_vcol, "uMdl" ),
948 1, GL_FALSE, (float *)temp1 );
949
950 vg_tex2d_bind( &tex_norwey, 0 );
951 scene_tree_sway = 0.1f;
952
953 scene_bind( &world.foliage );
954 scene_draw( &world.foliage );
955 if( debugsdf )
956 scene_debugsdf( &world.foliage );
957
958 SHADER_USE(shader_unlit);
959 m4x3f temp2;
960 m4x3_identity(temp2);
961 //m4x4_translate( temp2, player.co );
962 glUniformMatrix4x3fv( SHADER_UNIFORM( shader_unlit, "uMdl" ),
963 1, GL_FALSE, (float *)temp2 );
964 glUniformMatrix4fv( SHADER_UNIFORM( shader_unlit, "uPv" ),
965 1, GL_FALSE, (float *)vg_pv );
966
967 glUniform1i( SHADER_UNIFORM( shader_unlit, "uTexMain" ), 0 );
968 vg_tex2d_bind( &tex_sky, 0 );
969
970 mesh_bind( &world.skydome );
971 mesh_draw( &world.skydome );
972
973 #if 0
974 vg_tex2d_bind( &tex_cement, 0 );
975 mesh_bind( &world.cement );
976 mesh_draw( &world.cement );
977 #endif
978
979 SHADER_USE(shader_standard_lit);
980
981 glUniformMatrix4fv( SHADER_UNIFORM( shader_standard_lit, "uPv" ),
982 1, GL_FALSE, (float *)vg_pv );
983 glUniform1i( SHADER_UNIFORM( shader_standard_lit, "uTexMain" ), 0 );
984 glUniformMatrix4x3fv( SHADER_UNIFORM( shader_standard_lit, "uMdl" ),
985 1, GL_FALSE, (float *)temp1 );
986
987 vg_tex2d_bind( &tex_grid, 0 );
988
989 scene_bind( &world.geo );
990 #if 1
991 glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"),
992 0.2f,0.36f,0.25f,1.0f );
993 submodel_draw( &world.terrain );
994
995 glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"),
996 0.2f,0.2f,0.21f,1.0f );
997 submodel_draw( &world.terrain_rocks );
998 glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"),
999 0.4f,0.4f,0.4f,1.0f );
1000 submodel_draw( &world.terrain_road );
1001 #endif
1002
1003 scene_bind( &world.detail );
1004 scene_draw( &world.detail );
1005
1006 draw_player();
1007
1008 glDisable( GL_DEPTH_TEST );
1009 vg_lines_drawall( (float *)vg_pv );
1010
1011 /* Debugger camera */
1012 glViewport( 0,0, 800, 800 );
1013 glClearColor( 0.1f, 0.0f, 0.2f, 1.0f );
1014 glClear( GL_DEPTH_BUFFER_BIT );
1015
1016 m4x3_identity( world_matrix );
1017
1018 v3f debugcam;
1019 v3_negate( player.co, debugcam );
1020 debugcam[2] -= 2.0f;
1021 debugcam[1] -= 0.7f;
1022
1023 m4x3_translate( world_matrix, debugcam );
1024 m4x3_expand( world_matrix, world_4x4 );
1025
1026 m4x4_projection( vg_pv,
1027 100.0f,
1028 (float)128.0f / (float)128.0f,
1029 0.01f, 1000.0f );
1030 m4x4_mul( vg_pv, world_4x4, vg_pv );
1031
1032 if(sv_debugcam)
1033 {
1034 glEnable( GL_DEPTH_TEST );
1035
1036 draw_player();
1037 }
1038
1039 glDisable( GL_DEPTH_TEST );
1040 vg_lines_drawall( (float *)vg_pv );
1041
1042 glViewport( 0,0, vg_window_x, vg_window_y );
1043 }
1044
1045 void vg_ui(void)
1046 {
1047 char buf[20];
1048
1049 snprintf( buf, 20, "%.2fm/s", v3_length( player.v ) );
1050 gui_text( (ui_px [2]){ 0, 0 }, buf, 1, k_text_align_left );
1051
1052 snprintf( buf, 20, "%.2f %.2f %.2f m/s",
1053 player.a[0], player.a[1], player.a[2] );
1054
1055 gui_text( (ui_px [2]){ 0, 20 }, buf, 1, k_text_align_left );
1056
1057 if( vg_gamepad_ready )
1058 {
1059 for( int i=0; i<6; i++ )
1060 {
1061 snprintf( buf, 20, "%.2f", vg_gamepad.axes[i] );
1062 gui_text( (ui_px [2]){ 0, (i+2)*20 }, buf, 1, k_text_align_left );
1063 }
1064 }
1065 else
1066 {
1067 gui_text( (ui_px [2]){ 0, 40 },
1068 "Gamepad not ready", 1, k_text_align_left );
1069 }
1070 }
1071
1072 void vg_free(void){}