refactor physsics steps
[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
27 /* Components */
28 #include "road.h"
29 #include "scene.h"
30 #include "ik.h"
31
32 int main( int argc, char *argv[] )
33 {
34 vg_init( argc, argv, "Voyager Game Engine" );
35 }
36
37 m4x3f world_matrix;
38
39 static struct gplayer
40 {
41 /* Physics */
42 v3f co, v, a;
43 v4f rot;
44 float vswitch, slip_last;
45
46 float iY; /* Yaw inertia */
47 int in_air;
48
49 /* Input */
50 v2f joy_l;
51
52 v3f view;
53 v2f look_dir; /* TEMP */
54 float pitch;
55
56 m4x3f to_world, to_local;
57
58 v3f handl_target, handr_target,
59 handl, handr;
60
61 glmesh mesh;
62 submodel legl,
63 legu,
64 board,
65 torso,
66 wheels,
67 feet;
68 }
69 player;
70
71 static struct gworld
72 {
73 glmesh skydome;
74 glmesh cement;
75
76 scene foliage, /* Tree shader */
77 geo, /* Std shader, collisions */
78 detail; /* Std shader, no collisions */
79
80 submodel terrain,
81 terrain_rocks,
82 terrain_road;
83 }
84 world;
85
86 static void player_transform_update(void)
87 {
88 q_m3x3( player.rot, player.to_world );
89 v3_copy( player.co, player.to_world[3] );
90
91 v4f inv;
92 q_inv( player.rot, inv );
93 q_m3x3( inv, player.to_local );
94 v3_negate( player.co, player.to_local[3] );
95 }
96
97 static int reset_player( int argc, char const *argv[] )
98 {
99 v3_zero( player.co );
100 v3_copy( (v3f){ 0.0f, 0.0f, -0.2f }, player.v );
101 q_identity( player.rot );
102 player.vswitch = 1.0f;
103 player.slip_last = 0.0f;
104
105 player_transform_update();
106 return 0;
107 }
108
109 void vg_register(void)
110 {
111 scene_register();
112 }
113
114 void vg_start(void)
115 {
116 vg_tex2d_init( texture_list, vg_list_size( texture_list ) );
117
118 vg_convar_push( (struct vg_convar){
119 .name = "freecam",
120 .data = &freecam,
121 .data_type = k_convar_dtype_i32,
122 .opt_i32 = { .min=0, .max=1, .clamp=1 },
123 .persistent = 1
124 });
125
126 vg_convar_push( (struct vg_convar){
127 .name = "debugcam",
128 .data = &sv_debugcam,
129 .data_type = k_convar_dtype_i32,
130 .opt_i32 = { .min=0, .max=1, .clamp=0 },
131 .persistent = 1
132 });
133
134 vg_convar_push( (struct vg_convar){
135 .name = "debugview",
136 .data = &debugview,
137 .data_type = k_convar_dtype_i32,
138 .opt_i32 = { .min=0, .max=1, .clamp=0 },
139 .persistent = 1
140 });
141
142 vg_convar_push( (struct vg_convar){
143 .name = "debugsdf",
144 .data = &debugsdf,
145 .data_type = k_convar_dtype_i32,
146 .opt_i32 = { .min=0, .max=1, .clamp=1 },
147 .persistent = 1
148 });
149
150 vg_function_push( (struct vg_cmd){
151 .name = "reset",
152 .function = reset_player
153 });
154
155 v3f lightDir = { 0.1f, 0.8f, 0.2f };
156 v3_normalize( lightDir );
157
158 /* Unpack player */
159 model *char_dev = vg_asset_read( "models/char_dev.mdl" );
160 model_unpack( char_dev, &player.mesh );
161 player.legl = *submodel_get( char_dev, "legl" );
162 player.legu = *submodel_get( char_dev, "legu" );
163 player.board = *submodel_get( char_dev, "skateboard" );
164 player.torso = *submodel_get( char_dev, "torso" );
165 player.wheels = *submodel_get( char_dev, "wheels" );
166 player.feet = *submodel_get( char_dev, "feet" );
167 free(char_dev);
168
169 /* temp */
170 model *cement_model = vg_asset_read("models/cement_r1.mdl" );
171 model_unpack( cement_model, &world.cement );
172 free( cement_model );
173
174 /* Setup scene */
175 scene_init( &world.geo );
176 scene_init( &world.detail );
177 scene_init( &world.foliage );
178
179 model *mworld = vg_asset_read( "models/free_dev.mdl" );
180 model *mtest = vg_asset_read( "models/test.mdl" );
181
182 model *msky = vg_asset_read( "models/skydome.mdl" );
183 model_unpack( msky, &world.skydome );
184 free( msky );
185
186 scene_add_model( &world.geo, mworld, submodel_get( mworld, "terrain" ),
187 (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
188 scene_copy_slice( &world.geo, &world.terrain );
189
190 scene_add_model( &world.geo, mworld, submodel_get( mworld, "terrain_rocks" ),
191 (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
192 scene_copy_slice( &world.geo, &world.terrain_rocks );
193
194 submodel *ptree = submodel_get( mtest, "tree" ),
195 *pt_groundcover[] =
196 {
197 submodel_get( mtest, "bush" ),
198 submodel_get( mtest, "bush" ),
199 submodel_get( mtest, "blubber" ),
200 };
201
202 /* Sprinkle some trees in the terrain areas */
203 v3f range;
204 v3_sub( world.geo.bbx[1], world.geo.bbx[0], range );
205
206 #ifdef VG_RELEASE
207 int const ktree_count = 8000,
208 kfoliage_count = 200000;
209 #else
210 int const ktree_count = 200,
211 kfoliage_count = 0;
212 #endif
213
214 for( int i=0; i<ktree_count; i++ )
215 {
216 v3f pos = { vg_randf(), 0.0f, vg_randf() },
217 norm;
218
219 v3_muladd( world.geo.bbx[0], pos, range, pos );
220
221 if( sample_scene_height( &world.geo, pos, norm ) )
222 {
223 if( v3_dot( norm, (v3f){ 0.0f, 1.0f, 0.0f } ) > 0.9f )
224 {
225 scene_add_model( &world.foliage, mtest, ptree,
226 pos, vg_randf() * VG_TAUf, vg_randf() * 0.5f + 0.5f );
227 }
228 }
229 }
230
231 for( int i=0; i<kfoliage_count; i++ )
232 {
233 v3f pos = { vg_randf(), 0.0f, vg_randf() },
234 norm;
235
236 v3_muladd( world.geo.bbx[0], pos, range, pos );
237
238 if( sample_scene_height( &world.geo, pos, norm ) )
239 {
240 if( v3_dot( norm, (v3f){ 0.0f, 1.0f, 0.0f } ) > 0.7f )
241 {
242 scene_add_model( &world.foliage, mtest,
243 pt_groundcover[rand()%vg_list_size(pt_groundcover)],
244 pos, vg_randf() * VG_TAUf, vg_randf() * 0.5f + 0.5f );
245 }
246 }
247 }
248
249 scene_add_model( &world.geo, mworld, submodel_get( mworld, "road" ),
250 (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
251 scene_copy_slice( &world.geo, &world.terrain_road );
252
253 scene_add_model( &world.detail, mworld, submodel_get( mworld, "art" ),
254 (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
255
256 free( mtest );
257 free( mworld );
258
259 scene_compute_occlusion( &world.foliage );
260
261 scene_upload( &world.foliage );
262 scene_upload( &world.geo );
263 scene_upload( &world.detail );
264
265 reset_player( 0, NULL );
266 player_transform_update();
267 }
268
269 static float ktimestep = 1.0f/60.0f;
270
271 static void player_freecam(void)
272 {
273 m4x3f cam_rot;
274 m4x3_identity( cam_rot );
275 m4x3_rotate_y( cam_rot, -player.look_dir[0] );
276 m4x3_rotate_x( cam_rot, -player.look_dir[1] );
277
278 v3f lookdir = { 0.0f, 0.0f, -1.0f },
279 sidedir = { 1.0f, 0.0f, 0.0f };
280
281 m4x3_mulv( cam_rot, lookdir, lookdir );
282 m4x3_mulv( cam_rot, sidedir, sidedir );
283
284 float movespeed = 5.0f;
285 static v2f mouse_last,
286 view_vel = { 0.0f, 0.0f };
287
288 static v3f move_vel = { 0.0f, 0.0f, 0.0f };
289
290 if( vg_get_button_down( "primary" ) )
291 v2_copy( vg_mouse, mouse_last );
292 else if( vg_get_button( "primary" ) )
293 {
294 v2f delta;
295 v2_sub( vg_mouse, mouse_last, delta );
296 v2_copy( vg_mouse, mouse_last );
297
298 v2_muladds( view_vel, delta, 0.005f, view_vel );
299 }
300
301 v2_muls( view_vel, 0.75f, view_vel );
302 v2_add( view_vel, player.look_dir, player.look_dir );
303 player.look_dir[1] =
304 vg_clampf( player.look_dir[1], -VG_PIf*0.5f, VG_PIf*0.5f );
305
306 if( vg_get_button( "forward" ) )
307 v3_muladds( move_vel, lookdir, ktimestep * movespeed, move_vel );
308 if( vg_get_button( "back" ) )
309 v3_muladds( move_vel, lookdir, ktimestep *-movespeed, move_vel );
310 if( vg_get_button( "left" ) )
311 v3_muladds( move_vel, sidedir, ktimestep *-movespeed, move_vel );
312 if( vg_get_button( "right" ) )
313 v3_muladds( move_vel, sidedir, ktimestep * movespeed, move_vel );
314
315 v3_muls( move_vel, 0.75f, move_vel );
316 v3_add( move_vel, player.view, player.view );
317 }
318
319 static void apply_gravity( v3f vel, float const timestep )
320 {
321 v3f gravity = { 0.0f, -9.6f, 0.0f };
322 v3_muladds( vel, gravity, timestep, vel );
323 }
324
325 static void player_physics_ground(void)
326 {
327 /*
328 * Getting surface collision points,
329 * the contact manifold is a triangle for simplicity.
330 */
331 v3f contact_front, contact_back, fwd, fwd1, contact_norm, vup, vside,
332 axis;
333
334 m3x3_mulv( player.to_world, (v3f){0.0f,0.0f,-1.0f}, fwd );
335 m4x3_mulv( player.to_world, (v3f){ 0.15f,0.0f,-1.0f}, contact_norm );
336 m4x3_mulv( player.to_world, (v3f){-0.15f,0.0f,-1.0f}, contact_front );
337 m4x3_mulv( player.to_world, (v3f){ 0.00f,0.0f, 1.0f}, contact_back );
338 m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, vup );
339 m3x3_mulv( player.to_world, (v3f){1.0f,0.0f,0.0f}, vside );
340
341 int all_contacting =
342 sample_scene_height( &world.geo, contact_front, NULL ) &&
343 sample_scene_height( &world.geo, contact_back, NULL ) &&
344 sample_scene_height( &world.geo, contact_norm, NULL );
345
346 if( !all_contacting )
347 {
348 player.in_air = 1;
349 return;
350 }
351
352 v3f norm;
353 v3f v0, v1;
354 v3_sub( contact_norm, contact_front, v0 );
355 v3_sub( contact_back, contact_front, v1 );
356 v3_cross( v1, v0, norm );
357 v3_normalize( norm );
358
359 vg_line( contact_norm, contact_front, 0xff00ff00 );
360 vg_line( contact_back, contact_front, 0xff0000ff );
361
362 /* Surface alignment */
363 float angle = v3_dot( vup, norm );
364 v3_cross( vup, norm, axis );
365
366 if( angle < 0.999f )
367 {
368 v4f correction;
369 q_axis_angle( correction, axis, acosf(angle) );
370 q_mul( correction, player.rot, player.rot );
371 }
372
373 float resistance = v3_dot( norm, player.v );
374
375 if( resistance >= 0.0f )
376 {
377 player.in_air = 1;
378 return;
379 }
380 else
381 {
382 v3_muladds( player.v, norm, -resistance, player.v );
383 }
384
385 /* This is where velocity integration used to be */
386
387 float slip = 0.0f;
388
389 player.co[1] = (contact_front[1]+contact_back[1])*0.5f;
390
391 v3f vel;
392 m3x3_mulv( player.to_local, player.v, vel );
393
394 /* Calculate local forces */
395
396 slip = (-vel[0] / vel[2]) * player.vswitch;
397 if( fabsf( slip ) > 1.2f )
398 slip = vg_signf( slip ) * 1.2f;
399
400
401 if( player.slip_last*slip < 0.0f && fabsf(slip) > 0.7f )
402 {
403 vg_warn( "SWITCH\n" );
404 player.vswitch = -player.vswitch;
405 slip = -slip;
406 }
407
408 player.slip_last = slip;
409
410 float substep = ktimestep * 0.2f;
411
412 for( int i=0; i<5; i++ )
413 {
414 if( fabsf(vel[2]) >= 0.02f*substep )
415 vel[2] += vg_signf( vel[2] ) * -0.02f * substep;
416 if( fabsf(vel[0]) >= 7.0f*substep )
417 vel[0] += vg_signf( vel[0] ) * -7.0f * substep;
418 }
419
420 m3x3_mulv( player.to_world, vel, player.v );
421
422 if( vg_get_button( "yawl" ) )
423 player.iY += 3.6f * ktimestep;
424 if( vg_get_button( "yawr" ) )
425 player.iY -= 3.6f * ktimestep;
426
427 float steer = vg_get_axis( "horizontal" );
428 player.iY -= vg_signf(steer)*powf(steer,2.0f) * 3.5f * ktimestep;
429 }
430
431 static void player_physics_air(void)
432 {
433 v3f ground_pos, ground_norm;
434 v3_copy( player.co, ground_pos );
435
436 if( sample_scene_height( &world.geo, ground_pos, ground_norm ) )
437 {
438 if( ground_pos[1] > player.co[1] )
439 {
440 player.in_air = 0;
441 return;
442 }
443 }
444
445 /* Prediction
446 *
447 * TODO: Find best landing surface and guide player towords it
448 */
449 float pstep = ktimestep*10.0f;
450
451 v3f pco, pco1, pv;
452 v3_copy( player.co, pco );
453 v3_copy( player.v, pv );
454
455 v3f targetn;
456 for( int i=0; i<50; i++ )
457 {
458 v3_copy( pco, pco1 );
459 apply_gravity( pv, pstep );
460 v3_muladds( pco, pv, pstep, pco );
461
462 vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff );
463
464 v3f sh;
465 v3_copy( pco, sh );
466 int hit = sample_scene_height( &world.geo, sh, targetn );
467
468 if( sh[1] >= pco[1] && hit )
469 {
470 v3f localup;
471 m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, localup );
472
473 float angle = v3_dot( localup, targetn );
474 v3f axis;
475 v3_cross( localup, targetn, axis );
476
477 if( angle < 0.99f )
478 {
479 v4f correction;
480 q_axis_angle( correction, axis, acosf(angle)*0.01f );
481 q_mul( correction, player.rot, player.rot );
482 }
483
484 break;
485 }
486 }
487
488 player.iY -= vg_get_axis( "horizontal" ) * 3.6f * ktimestep;
489 }
490
491 static void player_update(void)
492 {
493 /* temp */
494 if( vg_get_axis("grabl")>0.0f)
495 reset_player(0,NULL);
496 if( vg_get_button( "forward" ) )
497 {
498 v3f dir = { 0.0f, 0.0f, -1.0f };
499
500 m3x3_mulv( player.to_world, dir, dir );
501 v3_muladds( player.v, dir, 5.0f * ktimestep, player.v );
502 }
503
504
505 float horizontal = vg_get_axis("horizontal"),
506 vertical = vg_get_axis("vertical");
507
508 player.joy_l[0] = vg_signf(horizontal) * powf( horizontal, 2.0f );
509 player.joy_l[1] = vg_signf(vertical) * powf( vertical, 2.0f );
510
511 if( freecam )
512 {
513 player_freecam();
514 return;
515 }
516
517 /* Integrate velocity */
518 apply_gravity( player.v, ktimestep );
519 v3_muladds( player.co, player.v, ktimestep, player.co );
520
521 /* Integrate inertia */
522 v4f rotate; v3f vup = {0.0f,1.0f,0.0f};
523 m3x3_mulv( player.to_world, vup, vup );
524
525 q_axis_angle( rotate, vup, player.iY );
526 q_mul( rotate, player.rot, player.rot );
527
528 player.look_dir[0] = atan2f( player.v[0], -player.v[2] );
529 player.look_dir[1] = atan2f( -player.v[1], sqrtf(player.v[0]*player.v[0]+
530 player.v[2]*player.v[2]) ) * 0.3f;
531
532 player.iY = 0.0f; /* temp */
533
534 if( player.in_air )
535 player_physics_air();
536
537 if( !player.in_air )
538 player_physics_ground();
539
540 /* Camera and character */
541 float kheight = 1.8f,
542 kleg = 0.6f;
543
544 v3f head;
545 head[0] = 0.0f;
546 head[1] = kheight;
547 head[2] = 0.0f;
548
549 m4x3_mulv( player.to_world, head, head );
550 v3_copy( head, player.view );
551
552 player_transform_update();
553 q_normalize(player.rot);
554 }
555
556 void vg_update(void)
557 {
558 player_update();
559
560 /* Creating a skeleton of the player dynamically */
561
562 v2f ac;
563
564 static v3f last_vel = { 0.0f, 0.0f, 0.0f };
565 static v3f momentum, bob;
566
567 v3_sub( player.v, last_vel, player.a );
568 v3_copy( player.v, last_vel );
569
570 v3_add( momentum, player.a, momentum );
571
572 v3_lerp( momentum, (v3f){0.0f,0.0f,0.0f}, 0.1f, momentum );
573 v3f target;
574
575 momentum[0] = vg_clampf( momentum[0], -2.0f, 2.0f );
576 momentum[1] = vg_clampf( momentum[1], -0.2f, 5.0f );
577 momentum[2] = vg_clampf( momentum[2], -2.0f, 2.0f );
578 v3_copy( momentum, target );
579
580 v3_lerp( bob, target, 0.2f, bob );
581
582 /* Head */
583 #if 0
584 float lslip = fabsf(slip); //vg_minf( 0.4f, slip );
585
586 static float grab = 0.0f;
587 float grabt = vg_get_axis( "grabr" )*0.5f+0.5f;
588 grab = vg_lerpf( grab, grabt, 0.04f );
589
590 v3f head;
591 head[0] = 0.0f;//(-sinf(lslip)*0.9f * kheight) * 0.44f;
592 head[1] = (0.3f + cosf(lslip)*0.5f) * kheight - grab*0.7f;
593 head[2] = 0.0f;
594
595 v3f offset;
596 m3x3_mulv( player.to_local, bob, offset );
597 offset[0] *= 0.25f;
598 offset[1] *= -0.25f;
599 offset[2] *= 0.7f;
600 v3_muladds( head, offset, 0.7f, head );
601
602 head[1] = vg_clampf( head[1], 0.3f, 20.0f );
603
604 player.handl_target[0] = head[0] + 0.2f;
605 player.handl_target[1] = head[1] - 0.8f*(1.0f-fabsf(slip));
606 player.handl_target[2] = head[2] + 0.2f + 0.7f*fabsf(slip);
607
608 player.handr_target[0] = head[0] + 0.2f;
609 player.handr_target[1] = head[1] - 0.8f*(1.0f-fabsf(slip));
610 player.handr_target[2] = head[2] - (0.2f + 0.7f*fabsf(slip));
611
612 if( vg_maxf(lslip,grab) > 0.5f )
613 {
614 if( slip < 0.0f && in_air )
615 {
616 player.handl_target[0] = 0.15f;
617 player.handl_target[1] = 0.1f;
618 player.handl_target[2] = 0.4f;
619 }
620 else
621 {
622 player.handr_target[0] = 0.15f;
623 player.handr_target[1] = 0.1f;
624 player.handr_target[2] = -0.4f;
625 }
626
627 if( grab > 0.5f )
628 {
629 player.handr_target[0] = -0.15f;
630 player.handr_target[1] = 0.1f;
631 player.handr_target[2] = 0.4f;
632 }
633 }
634 #endif
635
636 }
637
638 static void debug_grid( v3f at )
639 {
640 v3f base;
641 v3_floor( at, base );
642
643 for( int y=0; y<16; y++ )
644 {
645 vg_line( (v3f){ base[0] - 8, base[1], base[2]+y-8 },
646 (v3f){ base[0] + 8, base[1], base[2]+y-8 },
647 0x40ffffff );
648 }
649 for( int x=0; x<16; x++ )
650 {
651 vg_line( (v3f){ base[0]+x-8, base[1], base[2]-8 },
652 (v3f){ base[0]+x-8, base[1], base[2]+8 },
653 0x40ffffff );
654 }
655 }
656
657 static void draw_player(void)
658 {
659 mesh_bind( &player.mesh );
660 float const kleg_upper = 0.53f,
661 kleg_lower = 0.5f,
662 karm_ratio = 0.75f,
663 karm_upper = kleg_upper*karm_ratio,
664 karm_lower = kleg_lower*karm_ratio;
665
666 /* Create IK targets */
667 struct ik_basic ik_leg_l = { .l1 = kleg_upper, .l2 = kleg_lower },
668 ik_leg_r = { .l1 = kleg_upper, .l2 = kleg_lower },
669 ik_arm_l = { .l1 = karm_upper, .l2 = karm_lower },
670 ik_arm_r = { .l1 = karm_upper, .l2 = karm_lower };
671
672 v3f butt, fwd;
673
674 m4x3_mulv( player.to_world, (v3f){ 0.0f,0.16f,-0.4f }, ik_leg_r.end );
675 m4x3_mulv( player.to_world, (v3f){ 0.0f,0.16f, 0.3f }, ik_leg_l.end );
676 m4x3_mulv( player.to_world, (v3f){ -0.6f,0.5f,-0.4f }, ik_leg_r.pole );
677 m4x3_mulv( player.to_world, (v3f){ -0.6f,0.5f,0.35f }, ik_leg_l.pole );
678
679 m3x3_mulv( player.to_world, (v3f){ 0.2f,-0.55f,0.0f}, butt );
680 v3_add( butt, player.view, butt );
681
682 m3x3_mulv( player.to_world, (v3f){0.0f,0.0f,-1.0f}, fwd );
683 v3_muladds( butt, fwd, 0.1f, ik_leg_r.base );
684 v3_muladds( butt, fwd,-0.1f, ik_leg_l.base );
685
686 /* Compute IK */
687 m4x3f mleg_l, mknee_l, mleg_r, mknee_r, mboard;
688
689 ik_basic( &ik_leg_r, mleg_r, mknee_r );
690 ik_basic( &ik_leg_l, mleg_l, mknee_l );
691
692 /* Arms */
693 v3f hl, hr, neckl = {0.2f,-0.1f, 0.2f},
694 neckr = {0.2f,-0.1f,-0.2f};
695
696 v3_lerp( player.handl, player.handl_target, 0.04f, player.handl );
697 v3_lerp( player.handr, player.handr_target, 0.04f, player.handr );
698
699 m3x3_mulv( player.to_world, neckl, neckl );
700 m3x3_mulv( player.to_world, neckr, neckr );
701
702 v3_add( player.view, neckl, ik_arm_l.base );
703 v3_add( player.view, neckr, ik_arm_r.base );
704 m4x3_mulv( player.to_world, player.handl, ik_arm_l.end );
705 m4x3_mulv( player.to_world, player.handr, ik_arm_r.end );
706 m4x3_mulv( player.to_world, (v3f){ 0.6f,0.7f, 0.4f }, ik_arm_l.pole );
707 m4x3_mulv( player.to_world, (v3f){ 0.6f,0.7f,-0.35f }, ik_arm_r.pole );
708
709 m4x3f marm_l, melbow_l, marm_r, melbow_r;
710 ik_basic( &ik_arm_l, marm_l, melbow_l );
711 ik_basic( &ik_arm_r, marm_r, melbow_r );
712 m4x3_scale( marm_l, karm_ratio );
713 m4x3_scale( marm_r, karm_ratio );
714 m4x3_scale( melbow_l, karm_ratio );
715 m4x3_scale( melbow_r, karm_ratio );
716
717 /* Draw */
718 vg_tex2d_bind( &tex_grid, 0 );
719 scene_tree_sway = 0.0f;
720
721 mesh_bind( &player.mesh );
722 m4x4f mat;
723
724 SHADER_USE(shader_standard_lit);
725
726 glUniformMatrix4fv( SHADER_UNIFORM( shader_standard_lit, "uPv" ),
727 1, GL_FALSE, (float *)vg_pv );
728 glUniform1i( SHADER_UNIFORM( shader_standard_lit, "uTexMain" ), 0 );
729 vg_tex2d_bind( &tex_grid, 0 );
730
731 GLint kuMdl = SHADER_UNIFORM( shader_standard_lit, "uMdl" );
732
733 float kscale = 0.7f;
734 glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"),
735 0.35f*kscale,0.35f*kscale,0.35f*kscale,1.0f );
736
737 m4x3_expand( player.to_world, mat );
738 glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat );
739 submodel_draw( &player.board );
740
741 glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"),
742 0.7f*kscale,0.7f*kscale,0.7f*kscale,1.0f );
743 submodel_draw( &player.wheels );
744
745 glEnable(GL_BLEND);
746 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
747 glBlendEquation(GL_FUNC_ADD);
748 glDisable( GL_DEPTH_TEST );
749 glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"),
750 0.2f*kscale,0.8f*kscale,0.4f*kscale,0.14f );
751
752 submodel_draw( &player.feet );
753
754 m4x3_expand( mleg_l, mat );
755 glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat );
756 submodel_draw( &player.legu );
757
758 m4x3_expand( mknee_l, mat );
759 glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat );
760 submodel_draw( &player.legl );
761
762 m4x3_expand( mleg_r, mat );
763 glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat );
764 submodel_draw( &player.legu );
765
766 m4x3_expand( mknee_r, mat );
767 glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat );
768 submodel_draw( &player.legl );
769
770 /* arms */
771 m4x3_expand( marm_l, mat );
772 glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat );
773 submodel_draw( &player.legu );
774
775 m4x3_expand( melbow_l, mat );
776 glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat );
777 submodel_draw( &player.legl );
778
779 m4x3_expand( marm_r, mat );
780 glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat );
781 submodel_draw( &player.legu );
782
783 m4x3_expand( melbow_r, mat );
784 glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat );
785 submodel_draw( &player.legl );
786
787 /* body */
788 m4x3f mbutt;
789 m3x3_copy( player.to_world, mbutt );
790 v3_copy( butt, mbutt[3] );
791
792 m4x3_expand( mbutt, mat );
793 glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat );
794 submodel_draw( &player.torso );
795
796 glDisable(GL_BLEND);
797 glEnable( GL_DEPTH_TEST );
798 }
799
800 void vg_render(void)
801 {
802 glViewport( 0,0, vg_window_x, vg_window_y );
803
804 glDisable( GL_DEPTH_TEST );
805 glClearColor( 0.1f, 0.0f, 0.2f, 1.0f );
806 glClearColor(141.0f/255.0f, 176.0f/255.0f, 215.0f/255.0f,1.0f);
807 glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
808
809 v3f pos_inv;
810 v3_negate( player.view, pos_inv );
811
812 float speed = v3_length( player.v );
813 v3f shake = { vg_randf()-0.5f, vg_randf()-0.5f, vg_randf()-0.5f };
814 v3_muls( shake, speed*0.01f, shake );
815
816 static v2f look_lerped = {0.0f,0.0f};
817 v2_lerp( look_lerped, player.look_dir, 0.03f, look_lerped );
818
819 m4x3_identity( world_matrix );
820 m4x3_rotate_x( world_matrix,
821 freecam? look_lerped[1]: 0.6f+shake[1]*0.04f+look_lerped[1] );
822
823 m4x3_rotate_y( world_matrix, look_lerped[0]+shake[0]*0.02f );
824 m4x3_translate( world_matrix, pos_inv );
825
826 m4x4f world_4x4;
827 m4x3_expand( world_matrix, world_4x4 );
828
829 m4x4_projection( vg_pv,
830 freecam? 90.0f: 130.0f,
831 (float)vg_window_x / (float)vg_window_y,
832 0.01f, 1000.0f );
833 m4x4_mul( vg_pv, world_4x4, vg_pv );
834
835 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 1.0f, 0.0f, 0.0f }, 0xffff0000 );
836 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 1.0f, 0.0f }, 0xff00ff00 );
837 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 0.0f, 1.0f }, 0xff0000ff );
838
839 glEnable( GL_DEPTH_TEST );
840
841 scene_foliage_shader_use();
842 m4x4f temp1;
843 m4x4_identity( temp1 );
844 glUniformMatrix4fv( SHADER_UNIFORM( shader_debug_vcol, "uMdl" ),
845 1, GL_FALSE, (float *)temp1 );
846
847 vg_tex2d_bind( &tex_norwey, 0 );
848 scene_tree_sway = 0.1f;
849
850 scene_bind( &world.foliage );
851 scene_draw( &world.foliage );
852 if( debugsdf )
853 scene_debugsdf( &world.foliage );
854
855 SHADER_USE(shader_unlit);
856 m4x4f temp2;
857 m4x4_identity(temp2);
858 //m4x4_translate( temp2, player.co );
859 glUniformMatrix4fv( SHADER_UNIFORM( shader_unlit, "uMdl" ),
860 1, GL_FALSE, (float *)temp2 );
861 glUniformMatrix4fv( SHADER_UNIFORM( shader_unlit, "uPv" ),
862 1, GL_FALSE, (float *)vg_pv );
863
864 glUniform1i( SHADER_UNIFORM( shader_unlit, "uTexMain" ), 0 );
865 vg_tex2d_bind( &tex_sky, 0 );
866
867 mesh_bind( &world.skydome );
868 mesh_draw( &world.skydome );
869
870 vg_tex2d_bind( &tex_cement, 0 );
871 mesh_bind( &world.cement );
872 mesh_draw( &world.cement );
873
874 SHADER_USE(shader_standard_lit);
875
876 glUniformMatrix4fv( SHADER_UNIFORM( shader_standard_lit, "uPv" ),
877 1, GL_FALSE, (float *)vg_pv );
878 glUniform1i( SHADER_UNIFORM( shader_standard_lit, "uTexMain" ), 0 );
879
880 glUniformMatrix4fv( SHADER_UNIFORM( shader_standard_lit, "uMdl" ),
881 1, GL_FALSE, (float *)temp1 );
882
883 vg_tex2d_bind( &tex_grid, 0 );
884
885 scene_bind( &world.geo );
886 #if 0
887 glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"),
888 0.2f,0.36f,0.25f,1.0f );
889 submodel_draw( &world.terrain );
890
891 glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"),
892 0.2f,0.2f,0.21f,1.0f );
893 submodel_draw( &world.terrain_rocks );
894 glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"),
895 0.4f,0.4f,0.4f,1.0f );
896 submodel_draw( &world.terrain_road );
897 #endif
898
899 scene_bind( &world.detail );
900 scene_draw( &world.detail );
901
902 draw_player();
903
904 glDisable( GL_DEPTH_TEST );
905 vg_lines_drawall( (float *)vg_pv );
906
907 /* Debugger camera */
908 glViewport( 0,0, 512, 512 );
909 glClearColor( 0.1f, 0.0f, 0.2f, 1.0f );
910 glClear( GL_DEPTH_BUFFER_BIT );
911
912 m4x3_identity( world_matrix );
913
914 v3f debugcam;
915 v3_negate( player.co, debugcam );
916 debugcam[2] -= 2.0f;
917 debugcam[1] -= 0.7f;
918
919 m4x3_translate( world_matrix, debugcam );
920 m4x3_expand( world_matrix, world_4x4 );
921
922 m4x4_projection( vg_pv,
923 100.0f,
924 (float)128.0f / (float)128.0f,
925 0.01f, 1000.0f );
926 m4x4_mul( vg_pv, world_4x4, vg_pv );
927
928 if(sv_debugcam)
929 {
930 glEnable( GL_DEPTH_TEST );
931 draw_player();
932 }
933
934 glDisable( GL_DEPTH_TEST );
935 vg_lines_drawall( (float *)vg_pv );
936
937 glViewport( 0,0, vg_window_x, vg_window_y );
938 }
939
940 void vg_ui(void)
941 {
942 char buf[20];
943
944 snprintf( buf, 20, "%.2fm/s", v3_length( player.v ) );
945 gui_text( (ui_px [2]){ 0, 0 }, buf, 1, k_text_align_left );
946
947 snprintf( buf, 20, "%.2f %.2f %.2f m/s",
948 player.a[0], player.a[1], player.a[2] );
949
950 gui_text( (ui_px [2]){ 0, 20 }, buf, 1, k_text_align_left );
951
952 if( vg_gamepad_ready )
953 {
954 for( int i=0; i<6; i++ )
955 {
956 snprintf( buf, 20, "%.2f", vg_gamepad.axes[i] );
957 gui_text( (ui_px [2]){ 0, (i+2)*20 }, buf, 1, k_text_align_left );
958 }
959 }
960 else
961 {
962 gui_text( (ui_px [2]){ 0, 40 },
963 "Gamepad not ready", 1, k_text_align_left );
964 }
965 }
966
967 void vg_free(void){}