6 #include "player_model.h"
8 VG_STATIC
int localplayer_cmd_respawn( int argc
, const char *argv
[] )
10 ent_spawn
*rp
= NULL
, *r
;
11 world_instance
*world
= localplayer
.viewable_world
;
14 rp
= world_find_spawn_by_name( world
, argv
[0] );
17 rp
= world_find_closest_spawn( world
, localplayer
.rb
.co
);
23 player__spawn( &localplayer
, rp
);
27 VG_STATIC
void player_init(void)
29 for( u32 i
=0; i
<vg_list_size(_player_system_register
); i
++ ){
30 if( _player_system_register
[i
] )
31 _player_system_register
[i
]();
34 vg_console_reg_cmd( "respawn", localplayer_cmd_respawn
, NULL
);
38 void player__debugtext( int size
, const char *fmt
, ... )
43 va_start( args
, fmt
);
44 vsnprintf( buffer
, 1024, fmt
, args
);
47 ui_text( vg_uictx
.cursor
, buffer
, size
, k_text_align_right
);
48 vg_uictx
.cursor
[1] += 14*size
;
55 void player__create( player_instance
*inst
)
57 static int only_once
= 0;
58 assert( only_once
== 0 );
61 inst
->input_js1h
= vg_create_named_input( "steer-h", k_input_type_axis
);
62 inst
->input_js1v
= vg_create_named_input( "steer-v", k_input_type_axis
);
63 inst
->input_grab
= vg_create_named_input( "grab", k_input_type_axis_norm
);
64 inst
->input_js2h
= vg_create_named_input( "grab-h", k_input_type_axis
);
65 inst
->input_js2v
= vg_create_named_input( "grab-v", k_input_type_axis
);
66 inst
->input_jump
= vg_create_named_input( "jump", k_input_type_button
);
67 inst
->input_push
= vg_create_named_input( "push", k_input_type_button
);
68 inst
->input_walk
= vg_create_named_input( "walk", k_input_type_button
);
69 inst
->input_walkh
= vg_create_named_input( "walk-h", k_input_type_axis
);
70 inst
->input_walkv
= vg_create_named_input( "walk-v", k_input_type_axis
);
71 inst
->input_use
= vg_create_named_input( "use", k_input_type_button
);
72 inst
->input_reset
= vg_create_named_input( "reset", k_input_type_button
);
73 inst
->input_camera
=vg_create_named_input( "camera", k_input_type_button
);
74 inst
->input_trick0
=vg_create_named_input( "trick0", k_input_type_button
);
75 inst
->input_trick1
=vg_create_named_input( "trick1", k_input_type_button
);
76 inst
->input_trick2
=vg_create_named_input( "trick2", k_input_type_button
);
78 const char *default_cfg
[] =
80 "bind steer-h gp-ls-h",
84 "bind steer-v gp-ls-v",
90 "bind grab-h gp-rs-h",
91 "bind grab-v gp-rs-v",
100 "bind trick2 gp-x", /* keyboard: m0 + m1 */
108 "bind walk-h gp-ls-h",
109 "bind walk-v -gp-ls-v",
124 for( int i
=0; i
<vg_list_size(default_cfg
); i
++ )
125 vg_execute_console_input(default_cfg
[i
]);
127 v3_zero( inst
->rb
.co
);
128 v3_zero( inst
->rb
.w
);
129 v3_zero( inst
->rb
.v
);
130 q_identity( inst
->rb
.q
);
131 m4x3_identity( inst
->rb
.to_world
);
132 m4x3_identity( inst
->rb
.to_local
);
134 inst
->rewind_length
= 0;
135 inst
->rewind_buffer
=
136 vg_linear_alloc( vg_mem
.rtmemory
,
137 sizeof(struct rewind_frame
) * PLAYER_REWIND_FRAMES
);
145 void player__use_avatar( player_instance
*player
, struct player_avatar
*av
)
147 player
->playeravatar
= av
;
148 player_setup_ragdoll_from_avatar( &player
->ragdoll
, av
);
152 void player__use_mesh( player_instance
*player
, glmesh
*mesh
)
154 player
->playermesh
= mesh
;
158 void player__use_texture( player_instance
*player
, vg_tex2d
*tex
)
160 player
->playertex
= tex
;
164 void player__bind( player_instance
*player
)
166 for( u32 i
=0; i
<vg_list_size(_player_bind
); i
++ ){
167 if( _player_bind
[i
] )
168 _player_bind
[i
]( player
);
174 * ----------------------------------------------------------------------------
177 VG_STATIC
void player_save_rewind_frame( player_instance
*player
)
179 if( player
->rewind_length
< PLAYER_REWIND_FRAMES
){
180 struct rewind_frame
*fr
=
181 &player
->rewind_buffer
[ player
->rewind_length
++ ];
183 v2_copy( player
->cam
.angles
, fr
->ang
);
184 v3_copy( player
->cam
.pos
, fr
->pos
);
186 if( player
->rewind_length
>= 2 ){
187 player
->rewind_total_length
+=
188 v3_dist( player
->rewind_buffer
[player
->rewind_length
-1].pos
,
189 player
->rewind_buffer
[player
->rewind_length
-2].pos
);
195 void player__pre_update( player_instance
*player
)
197 if( player
->rewinding
){
201 if( vg_input_button_down( player
->input_reset
) ){
202 double delta
= world_global
.time
- world_global
.last_use
;
204 if( (delta
<= RESET_MAX_TIME
) && (world_global
.last_use
!= 0.0) ){
205 player
->rewinding
= 1;
206 player
->rewind_sound_wait
= 1;
207 player
->rewind_time
= (double)player
->rewind_length
- 0.0001;
208 player_save_rewind_frame( player
);
211 audio_oneshot( &audio_rewind
[0], 1.0f
, 0.0f
);
214 /* based on testing. DONT CHANGE!
216 * time taken: y = (x^(4/5)) * 74.5
217 * inverse : x = (2/149)^(4/5) * y^(4/5)
220 float constant
= powf( 2.0f
/149.0f
, 4.0f
/5.0f
),
221 curve
= powf( player
->rewind_total_length
, 4.0f
/5.0f
);
223 player
->rewind_predicted_time
= constant
* curve
;
224 player
->rewind_start
= vg
.time
;
225 player
->subsystem
= player
->subsystem_gate
;
226 player
->rb
= player
->rb_gate_storage
;
227 v3_copy( player
->angles_storage
, player
->angles
);
229 if( _player_restore
[ player
->subsystem
] )
230 _player_restore
[ player
->subsystem
]( player
);
233 if( player
->subsystem
== k_player_subsystem_dead
){
234 localplayer_cmd_respawn( 0, NULL
);
239 audio_oneshot( &audio_rewind
[4], 1.0f
, 0.0f
);
245 if( vg_input_button_down( player
->input_camera
) ){
246 if( player
->camera_mode
== k_cam_firstperson
)
247 player
->camera_mode
= k_cam_thirdperson
;
249 player
->camera_mode
= k_cam_firstperson
;
252 if( _player_pre_update
[ player
->subsystem
] )
253 _player_pre_update
[ player
->subsystem
]( player
);
257 void player__update( player_instance
*player
)
259 if( player
->rewinding
)
262 if( _player_update
[ player
->subsystem
] )
263 _player_update
[ player
->subsystem
]( player
);
267 void player__post_update( player_instance
*player
)
269 if( player
->rewinding
)
272 if( _player_post_update
[ player
->subsystem
] )
273 _player_post_update
[ player
->subsystem
]( player
);
275 if((player
->subsystem
!= k_player_subsystem_dead
) && !player
->gate_waiting
){
276 player
->rewind_accum
+= vg
.time_frame_delta
;
278 if( player
->rewind_accum
> 0.25f
){
279 player
->rewind_accum
-= 0.25f
;
280 player_save_rewind_frame( player
);
285 VG_STATIC
void player_apply_transport_to_cam( m4x3f transport
)
287 /* FIXME: Applies to main_camera directly! */
289 /* Pre-emptively edit the camera matrices so that the motion vectors
293 m4x3_invert_affine( transport
, transport_i
);
294 m4x3_expand( transport_i
, transport_4
);
295 m4x4_mul( main_camera
.mtx
.pv
, transport_4
, main_camera
.mtx
.pv
);
296 m4x4_mul( main_camera
.mtx
.v
, transport_4
, main_camera
.mtx
.v
);
298 /* we want the regular transform here no the inversion */
299 m4x3_expand( transport
, transport_4
);
300 m4x4_mul( gate_camera
.mtx
.pv
, transport_4
, gate_camera
.mtx
.pv
);
301 m4x4_mul( gate_camera
.mtx
.v
, transport_4
, gate_camera
.mtx
.v
);
304 __attribute__ ((deprecated
))
305 VG_STATIC
void gate_rotate_angles( ent_gate
*gate
, v3f angles
, v3f d
)
307 v3_copy( angles
, d
);
310 v3f fwd_dir
= { cosf(angles
[0]),
313 m3x3_mulv( gate
->transport
, fwd_dir
, fwd_dir
);
315 v3_copy( angles
, d
);
316 d
[0] = atan2f( fwd_dir
[2], fwd_dir
[0] );
320 * Applies gate transport to a player_interface
323 void player__pass_gate( player_instance
*player
, ent_gate
*gate
)
325 world_routes_fracture( get_active_world(), gate
,
326 player
->rb
.co
, player
->rb
.v
);
328 player
->gate_waiting
= gate
;
329 world_routes_activate_entry_gate( get_active_world(), gate
);
331 m4x3_mulv( gate
->transport
, player
->tpv_lpf
, player
->tpv_lpf
);
332 m3x3_mulv( gate
->transport
, player
->cam_velocity_smooth
,
333 player
->cam_velocity_smooth
);
335 m3x3_copy( player
->basis
, player
->basis_gate
);
338 m3x3_q( gate
->transport
, q
);
339 q_mul( q
, player
->qbasis
, player
->qbasis
);
340 q_normalize( player
->qbasis
);
341 q_m3x3( player
->qbasis
, player
->basis
);
342 m3x3_transpose( player
->basis
, player
->invbasis
);
344 player
->subsystem_gate
= player
->subsystem
;
345 player
->rb_gate_storage
= player
->rb
;
346 v3_copy( player
->angles
, player
->angles_storage
);
347 player
->rewind_length
= 0;
348 player
->rewind_total_length
= 0.0f
;
349 player
->rewind_gate
= gate
;
350 player
->rewind_accum
= 0.0f
;
352 m4x3_mulv( gate
->transport
, player
->cam
.pos
, player
->cam
.pos
);
353 player_save_rewind_frame( player
);
355 if( gate
->type
== k_gate_type_nonlocel
)
356 world_global
.active_world
= gate
->target
;
358 world_global
.in_volume
= 0;
361 audio_oneshot( &audio_gate_pass
, 1.0f
, 0.0f
);
365 VG_STATIC
void player__pre_render( player_instance
*player
)
367 if( _player_animate
[ player
->subsystem
] ){
368 player_animation res
;
369 _player_animate
[ player
->subsystem
]( player
, &res
);
372 q_m3x3( res
.root_q
, transform
);
373 v3_copy( res
.root_co
, transform
[3] );
375 struct skeleton
*sk
= &player
->playeravatar
->sk
;
377 if( player
->holdout_time
> 0.0f
){
378 skeleton_lerp_pose( sk
, res
.pose
, player
->holdout_pose
,
379 player
->holdout_time
, res
.pose
);
380 player
->holdout_time
-= vg
.time_frame_delta
* 2.0f
;
383 skeleton_apply_pose( sk
, res
.pose
, k_anim_apply_defer_ik
);
384 skeleton_apply_ik_pass( sk
);
385 skeleton_apply_pose( sk
, res
.pose
, k_anim_apply_deffered_only
);
386 skeleton_apply_inverses( sk
);
387 skeleton_apply_transform( sk
, transform
);
389 skeleton_debug( sk
);
392 if( _player_post_animate
[ player
->subsystem
] )
393 _player_post_animate
[ player
->subsystem
]( player
);
395 struct player_avatar
*av
= player
->playeravatar
;
396 v3f vp0
= {0.0f
,0.1f
, 0.55f
},
397 vp1
= {0.0f
,0.1f
,-0.55f
};
399 struct ub_world_lighting
*ubo
= &get_active_world()->ub_lighting
;
400 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_board
], vp0
, ubo
->g_board_0
);
401 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_board
], vp1
, ubo
->g_board_1
);
403 if( player
->rewinding
){
404 if( player
->rewind_time
<= 0.0f
){
405 double taken
= vg
.time
- player
->rewind_start
;
406 vg_success( "Rewind took (rt, pt, tl): %f, %f, %f\n",
407 taken
, player
->rewind_predicted_time
,
408 player
->rewind_total_length
);
410 player
->rewinding
= 0;
411 player
->rewind_length
= 1;
412 player
->rewind_total_length
= 0.0f
;
413 player
->rewind_accum
= 0.0f
;
414 world_global
.sky_target_rate
= 1.0;
415 world_global
.time
= world_global
.last_use
;
418 world_global
.sky_target_rate
= -100.0;
420 float budget
= vg
.time_delta
,
421 overall_length
= player
->rewind_length
;
423 for( int i
=0; (i
<10)&&(player
->rewind_time
>0.0f
)&&(budget
>0.0f
); i
++ ){
424 /* Interpolate frames */
425 int i0
= floorf( player
->rewind_time
),
426 i1
= VG_MIN( i0
+1, player
->rewind_length
-1 );
428 struct rewind_frame
*fr
= &player
->rewind_buffer
[i0
],
429 *fr1
= &player
->rewind_buffer
[i1
];
431 float dist
= vg_maxf( v3_dist( fr
->pos
, fr1
->pos
), 0.001f
),
432 subl
= vg_fractf( player
->rewind_time
) + 0.001f
,
434 sramp
= 3.0f
-(1.0f
/(0.4f
+0.4f
*player
->rewind_time
)),
435 speed
= sramp
*28.0f
+ 0.5f
*player
->rewind_time
,
436 mod
= speed
* (budget
/ dist
),
438 advl
= vg_minf( mod
, subl
),
439 advt
= (advl
/ mod
) * budget
;
441 player
->dist_accum
+= speed
* advt
;
442 player
->rewind_time
-= advl
;
446 player
->rewind_time
= vg_maxf( 0.0f
, player
->rewind_time
);
448 float current_time
= vg
.time
- player
->rewind_start
,
449 remaining
= player
->rewind_predicted_time
- current_time
;
451 if( player
->rewind_sound_wait
){
452 if( player
->rewind_predicted_time
>= 6.5f
){
453 if( remaining
<= 6.5f
){
455 audio_oneshot( &audio_rewind
[3], 1.0f
, 0.0f
);
457 player
->rewind_sound_wait
= 0;
460 else if( player
->rewind_predicted_time
>= 2.5f
){
461 if( remaining
<= 2.5f
){
463 audio_oneshot( &audio_rewind
[2], 1.0f
, 0.0f
);
465 player
->rewind_sound_wait
= 0;
468 else if( player
->rewind_predicted_time
>= 1.5f
){
469 if( remaining
<= 1.5f
){
471 audio_oneshot( &audio_rewind
[1], 1.0f
, 0.0f
);
473 player
->rewind_sound_wait
= 0;
478 int i0
= floorf( player
->rewind_time
),
479 i1
= VG_MIN( i0
+1, player
->rewind_length
-1 );
481 struct rewind_frame
*fr
= &player
->rewind_buffer
[i0
],
482 *fr1
= &player
->rewind_buffer
[i1
];
484 float sub
= vg_fractf(player
->rewind_time
);
486 v3_lerp( fr
->pos
, fr1
->pos
, sub
, player
->cam_override_pos
);
487 player
->cam_override_angles
[0] =
488 vg_alerpf( fr
->ang
[0], fr1
->ang
[0], sub
);
489 player
->cam_override_angles
[1] =
490 vg_lerpf ( fr
->ang
[1], fr1
->ang
[1], sub
);
492 float blend
= player
->rewind_time
* 0.25f
;
493 player
->cam_override_strength
= vg_clampf( blend
, 0.0f
, 1.0f
);
496 else player
->cam_override_strength
= 0.0f
;
498 player__cam_iterate( player
);
501 PLAYER_API
void player__render( camera
*cam
, player_instance
*player
)
503 shader_model_character_view_use();
504 vg_tex2d_bind( player
->playertex
, 0 );
505 shader_model_character_view_uTexMain( 0 );
506 shader_model_character_view_uCamera( cam
->transform
[3] );
507 shader_model_character_view_uPv( cam
->mtx
.pv
);
508 shader_model_character_view_uTexSceneDepth( 1 );
509 render_fb_bind_texture( gpipeline
.fb_main
, 2, 1 );
511 render_fb_inverse_ratio( gpipeline
.fb_main
, inverse
);
512 inverse
[2] = main_camera
.farz
-main_camera
.nearz
;
514 shader_model_character_view_uInverseRatioDepth( inverse
);
515 render_fb_inverse_ratio( NULL
, inverse
);
516 inverse
[2] = cam
->farz
-cam
->nearz
;
517 shader_model_character_view_uInverseRatioMain( inverse
);
519 world_instance
*world
= get_active_world();
520 world_link_lighting_ub( world
, _shader_model_character_view
.id
);
521 world_bind_position_texture( world
, _shader_model_character_view
.id
,
522 _uniform_model_character_view_g_world_depth
, 2 );
523 world_bind_light_array( world
, _shader_model_character_view
.id
,
524 _uniform_model_character_view_uLightsArray
, 3 );
525 world_bind_light_index( world
, _shader_model_character_view
.id
,
526 _uniform_model_character_view_uLightsIndex
, 4 );
528 glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms
,
529 player
->playeravatar
->sk
.bone_count
,
531 (float *)player
->playeravatar
->sk
.final_mtx
);
533 mesh_bind( player
->playermesh
);
534 mesh_draw( player
->playermesh
);
537 PLAYER_API
void player__im_gui( player_instance
*player
)
539 vg_uictx
.cursor
[0] = vg
.window_x
- 200;
540 vg_uictx
.cursor
[1] = 0;
541 vg_uictx
.cursor
[2] = 200;
542 vg_uictx
.cursor
[3] = 200;
544 struct ui_vert
*b
= ui_fill_rect( vg_uictx
.cursor
, 0x70000000 );
546 vg_uictx
.cursor
[0] = vg
.window_x
;
548 player__debugtext( 1, "angles: " PRINTF_v3f( player
->cam
.angles
) );
549 player__debugtext( 1, "basis: " PRINTF_v4f( player
->qbasis
) );
551 if( _player_im_gui
[ player
->subsystem
] )
552 _player_im_gui
[ player
->subsystem
]( player
);
554 b
[2].co
[1] = vg_uictx
.cursor
[1];
555 b
[3].co
[1] = vg_uictx
.cursor
[1];
558 PLAYER_API
void player__spawn( player_instance
*player
,
561 v3_copy( rp
->transform
.co
, player
->rb
.co
);
562 v3_zero( player
->rb
.v
);
563 v3_zero( player
->rb
.w
);
564 q_identity( player
->rb
.q
);
565 rb_update_transform( &player
->rb
);
567 q_identity( player
->qbasis
);
568 m3x3_identity( player
->basis
);
569 m3x3_identity( player
->invbasis
);
571 player
->subsystem
= k_player_subsystem_walk
;
572 player
->gate_waiting
= NULL
;
574 if( _player_reset
[ player
->subsystem
] )
575 _player_reset
[ player
->subsystem
]( player
, rp
);
579 PLAYER_API
void player__kill( player_instance
*player
)
584 #endif /* PLAYER_C */