38b98b776ca4647fd72b4eaa624a412f258f37f8
[carveJwlIkooP6JGAAIwe30JlM.git] / player_interface.h
1 #ifndef PLAYER_INTERFACE_H
2 #define PLAYER_INTERFACE_H
3
4 #include "model.h"
5 #include "camera.h"
6 #include "rigidbody.h"
7 #include "player_ragdoll.h"
8 #include "player_model.h"
9 #include "world.h"
10
11 typedef struct player_device player_device;
12 typedef struct player_interface player_interface;
13 typedef struct player_device_transition player_device_transition;
14 typedef mdl_keyframe player_pose[32];
15
16 #define PLAYER_DEVICE_API VG_STATIC
17
18 struct player_interface
19 {
20 rigidbody rb;
21 camera cam;
22
23 player_device *devices[ 8 ];
24 u32 active_device,
25 device_count;
26
27 /*
28 * Camera management
29 * ---------------------------
30 */
31 enum camera_mode
32 {
33 k_camera_mode_firstperson,
34 k_camera_mode_thirdperson
35 }
36 camera_mode;
37 float camera_type_blend;
38
39 teleport_gate *gate_waiting;
40
41 /*
42 * Input
43 * --------------------------------
44 */
45 struct input_binding *input_js1h,
46 *input_js1v,
47 *input_js2h,
48 *input_js2v,
49 *input_jump,
50 *input_push,
51 *input_walk,
52 *input_walkh,
53 *input_walkv,
54 *input_use,
55 *input_reset,
56 *input_grab,
57 *input_camera;
58
59 /*
60 * Animation
61 * --------------------------------------------------
62 */
63
64 struct player_avatar *playeravatar;
65 glmesh *playermesh;
66 struct player_ragdoll ragdoll;
67 };
68
69 enum player_device_event_type
70 {
71 k_player_device_event_bind,
72 k_player_device_event_respawn,
73 k_player_device_event_custom_transition,
74
75 k_player_device_event_pre_update,
76 k_player_device_event_update,
77 k_player_device_event_post_update,
78 k_player_device_event_animate,
79 k_player_device_event_post_animate,
80 k_player_device_event_debug_ui,
81 k_player_device_event_restore_state,
82 };
83
84 /* FIXME: yo */
85 vg_tex2d tex_characters = { .path = "textures/ch_gradient.qoi" };
86
87 struct player_device
88 {
89 const char *name;
90 int (* event ) ( player_device *dev, player_interface *player,
91 enum player_device_event_type ev, void *data );
92
93 void *storage;
94
95 /* animation driven */
96 player_pose pose;
97 v3f pose_root_co;
98 v4f pose_root_q;
99 camera cam_1st, cam_3rd;
100 };
101
102 VG_STATIC void player_interface_create_player( player_interface *inst )
103 {
104 static int only_once = 0;
105 assert( only_once == 0 );
106 only_once ++;
107
108 inst->input_js1h = vg_create_named_input( "steer-h", k_input_type_axis );
109 inst->input_js1v = vg_create_named_input( "steer-v", k_input_type_axis );
110 inst->input_grab = vg_create_named_input( "grab", k_input_type_axis_norm);
111 inst->input_js2h = vg_create_named_input( "grab-h", k_input_type_axis );
112 inst->input_js2v = vg_create_named_input( "grab-v", k_input_type_axis );
113 inst->input_jump = vg_create_named_input( "jump", k_input_type_button );
114 inst->input_push = vg_create_named_input( "push", k_input_type_button );
115 inst->input_walk = vg_create_named_input( "walk", k_input_type_button );
116 inst->input_walkh= vg_create_named_input( "walk-h", k_input_type_axis );
117 inst->input_walkv= vg_create_named_input( "walk-v", k_input_type_axis );
118 inst->input_use = vg_create_named_input( "use", k_input_type_button );
119 inst->input_reset= vg_create_named_input( "reset", k_input_type_button );
120 inst->input_camera=vg_create_named_input( "camera", k_input_type_button );
121
122 const char *default_cfg[] =
123 {
124 "bind steer-h gp-ls-h",
125 "bind -steer-h a",
126 "bind +steer-h d",
127
128 "bind steer-v gp-ls-v",
129 "bind -steer-v w",
130 "bind +steer-v s",
131
132 "bind grab gp-rt",
133 "bind +grab shift",
134 "bind grab-h gp-rs-h",
135 "bind grab-v gp-rs-v",
136
137 "bind jump space",
138 "bind jump gp-a",
139
140 "bind push gp-b",
141 "bind push w",
142
143 "bind walk shift",
144 "bind walk gp-ls",
145
146 "bind walk-h gp-ls-h",
147 "bind walk-v -gp-ls-v",
148 "bind +walk-h d",
149 "bind -walk-h a",
150 "bind +walk-v w",
151 "bind -walk-v s",
152
153 "bind reset gp-lb",
154 "bind reset r",
155
156 "bind use gp-y",
157 "bind use e",
158 "bind camera c"
159 };
160
161 for( int i=0; i<vg_list_size(default_cfg); i++ )
162 vg_execute_console_input(default_cfg[i]);
163
164 v3_zero( inst->rb.co );
165 v3_zero( inst->rb.w );
166 v3_zero( inst->rb.v );
167 q_identity( inst->rb.q );
168 m4x3_identity( inst->rb.to_world );
169 m4x3_identity( inst->rb.to_local );
170 }
171
172 PLAYER_DEVICE_API u32 player_get_device( player_interface *player,
173 const char *name )
174 {
175 for( u32 i=0; i<player->device_count; i++ )
176 {
177 player_device *dev = player->devices[i];
178 if( !strcmp( name, dev->name ) )
179 return i;
180 }
181
182 vg_fatal_exit_loop( "Invalid device name\n" );
183 return -1;
184 }
185
186 VG_STATIC void player_use_avatar( player_interface *player,
187 struct player_avatar *av )
188 {
189 player->playeravatar = av;
190 player_setup_ragdoll_from_avatar( &player->ragdoll, av );
191 }
192
193 VG_STATIC void player_use_mesh( player_interface *player, glmesh *mesh )
194 {
195 player->playermesh = mesh;
196 }
197
198 /* FIXME: Seperate concepts for binding and equip.
199 */
200 VG_STATIC void player_add_device( player_interface *player, player_device *dev )
201 {
202 if( player->device_count == vg_list_size( player->devices ) )
203 vg_fatal_exit_loop( "Too many devices added\n" );
204
205 player->devices[ player->device_count ++ ] = dev;
206
207 assert( dev->event );
208 assert( dev->storage );
209
210 vg_success( "Added player device '%s'\n", dev->name );
211 }
212
213 VG_STATIC void player_bind( player_interface *player )
214 {
215 for( int i=0; i<player->device_count; i++ )
216 {
217 player_device *dev = player->devices[i];
218 dev->event( dev, player, k_player_device_event_bind, NULL );
219 }
220 }
221
222 PLAYER_DEVICE_API void player_transition_to_device( player_interface *player,
223 u32 id, void *data )
224 {
225 assert( id < player->device_count );
226
227 player->active_device = id;
228 player_device *dev = player->devices[ player->active_device ];
229
230 dev->event( dev, player, k_player_device_event_custom_transition, data );
231 //dev->event( dev, player, k_player_device_event_pre_update, NULL );
232 }
233
234 VG_STATIC void player_pre_update( player_interface *player )
235 {
236 if( vg_input_button_down( player->input_camera ) )
237 {
238 if( player->camera_mode == k_camera_mode_firstperson )
239 player->camera_mode = k_camera_mode_thirdperson;
240 else
241 player->camera_mode = k_camera_mode_firstperson;
242 }
243
244 #if 0
245 if( vg_input_button_down( player->input_use ) )
246 player->active_device ^= 0x1;
247 #endif
248
249 #if 0
250 v3_copy( player->rb.co, player->prev_position );
251 #endif
252
253 player_device *dev = player->devices[ player->active_device ];
254 dev->event( dev, player, k_player_device_event_pre_update, NULL );
255 }
256
257 VG_STATIC void player_update( player_interface *player )
258 {
259 player_device *dev = player->devices[ player->active_device ];
260 dev->event( dev, player, k_player_device_event_update, NULL );
261 }
262
263 VG_STATIC void player_apply_transport_to_cam( m4x3f transport )
264 {
265 /* FIXME: Applies to main_camera directly! */
266
267 /* Pre-emptively edit the camera matrices so that the motion vectors
268 * are correct */
269 m4x3f transport_i;
270 m4x4f transport_4;
271 m4x3_invert_affine( transport, transport_i );
272 m4x3_expand( transport_i, transport_4 );
273 m4x4_mul( main_camera.mtx.pv, transport_4, main_camera.mtx.pv );
274 m4x4_mul( main_camera.mtx.v, transport_4, main_camera.mtx.v );
275 }
276
277 /*
278 * Applies gate transport to a player_interface
279 */
280 PLAYER_DEVICE_API
281 void player_pass_gate( player_interface *player, teleport_gate *gate )
282 {
283 player->gate_waiting = gate;
284 }
285
286 VG_STATIC void player_post_update( player_interface *player )
287 {
288 player_device *dev = player->devices[ player->active_device ];
289 dev->event( dev, player, k_player_device_event_post_update, NULL );
290 }
291
292 VG_STATIC void player_pre_render( player_interface *player )
293 {
294 player_device *dev = player->devices[ player->active_device ];
295 dev->event( dev, player, k_player_device_event_animate, NULL );
296
297 /* TODO: eventually, blending code goes here */
298
299 m4x3f transform;
300 q_m3x3( dev->pose_root_q, transform );
301 v3_copy( dev->pose_root_co, transform[3] );
302
303 struct skeleton *sk = &player->playeravatar->sk;
304
305 skeleton_apply_pose( sk, dev->pose, k_anim_apply_defer_ik );
306 skeleton_apply_ik_pass( sk );
307 skeleton_apply_pose( sk, dev->pose, k_anim_apply_deffered_only );
308 skeleton_apply_inverses( sk );
309 skeleton_apply_transform( sk, transform );
310 skeleton_debug( sk );
311
312 #if 0
313 if( player->dev.device->pose )
314 {
315 player->dev.device->pose( player, &player->dev, pose, transform );
316
317 struct skeleton *sk = &player->playeravatar->sk;
318
319 skeleton_apply_pose( sk, pose, k_anim_apply_defer_ik );
320 skeleton_apply_ik_pass( sk );
321 skeleton_apply_pose( sk, pose, k_anim_apply_deffered_only );
322 skeleton_apply_inverses( sk );
323 skeleton_apply_transform( sk, transform );
324 skeleton_debug( sk );
325 }
326 #endif
327
328 dev->event( dev, player, k_player_device_event_post_animate, NULL );
329
330 /* TODO: eventually, blending code goes here */
331
332 float camera_blend_target = 1.0f;
333 if( player->camera_mode == k_camera_mode_firstperson )
334 camera_blend_target = 0.0f;
335
336 player->camera_type_blend = vg_lerpf( player->camera_type_blend,
337 camera_blend_target,
338 5.0f * vg.frame_delta );
339
340 float t = player->camera_type_blend;
341 camera_lerp( &dev->cam_1st, &dev->cam_3rd, t, &player->cam );
342 player->cam.fov = vg_lerpf( 118.0f, 90.0f, t );
343
344 if( player->gate_waiting )
345 {
346 /* construct plane equation for reciever gate */
347 v4f plane;
348 v3_copy( player->gate_waiting->recv_to_world[2], plane );
349 plane[3] = v3_dot( plane, player->gate_waiting->recv_to_world[3] );
350
351 /* check camera polarity */
352 if( v3_dot( player->cam.pos, plane ) < plane[3] )
353 {
354 vg_success( "Plane cleared\n" );
355 player_apply_transport_to_cam( player->gate_waiting->transport );
356 player->gate_waiting = NULL;
357 }
358 else
359 {
360 /* de-transform camera and player back */
361 m4x3f inverse;
362 m4x3_invert_affine( player->gate_waiting->transport, inverse );
363 m4x3_mulv( inverse, player->cam.pos, player->cam.pos );
364
365 /* TODO: Find robust method for this */
366 v3f fwd_dir = { cosf(player->cam.angles[0]),
367 0.0f,
368 sinf(player->cam.angles[0])};
369 m3x3_mulv( inverse, fwd_dir, fwd_dir );
370 player->cam.angles[0] = atan2f( fwd_dir[2], fwd_dir[0] );
371
372 skeleton_apply_transform( sk, inverse );
373 }
374 }
375
376 #if 0
377 v3_copy( player->dev.cam_1st.pos, player->cam.pos );
378 v3_copy( player->dev.cam_1st.angles, player->cam.angles );
379 player->cam.fov = player->dev.cam_1st.fov;
380 #endif
381 }
382
383 VG_STATIC void player_render( camera *cam, player_interface *player )
384 {
385 shader_viewchar_use();
386 vg_tex2d_bind( &tex_characters, 0 );
387 shader_viewchar_uTexMain( 0 );
388 shader_viewchar_uCamera( cam->transform[3] );
389 shader_viewchar_uPv( cam->mtx.pv );
390 shader_link_standard_ub( _shader_viewchar.id, 2 );
391 glUniformMatrix4x3fv( _uniform_viewchar_uTransforms,
392 player->playeravatar->sk.bone_count,
393 0,
394 (float *)player->playeravatar->sk.final_mtx );
395
396 mesh_bind( player->playermesh );
397 mesh_draw( player->playermesh );
398 }
399
400 VG_STATIC void player_debugtext( int size, const char *fmt, ... )
401 {
402 char buffer[ 1024 ];
403
404 va_list args;
405 va_start( args, fmt );
406 vsnprintf( buffer, 1024, fmt, args );
407 va_end( args );
408
409 ui_text( vg_uictx.cursor, buffer, size, k_text_align_right );
410 vg_uictx.cursor[1] += 14*size;
411 }
412
413 VG_STATIC void player_ui( player_interface *player )
414 {
415 /* TODO: if debugger enabled */
416 player_device *dev = player->devices[ player->active_device ];
417
418 vg_uictx.cursor[0] = vg.window_x - 200;
419 vg_uictx.cursor[1] = 0;
420 vg_uictx.cursor[2] = 200;
421 vg_uictx.cursor[3] = 200;
422
423 struct ui_vert *b = ui_fill_rect( vg_uictx.cursor, 0x70000000 );
424
425 vg_uictx.cursor[0] = vg.window_x;
426 dev->event( dev, player, k_player_device_event_debug_ui, NULL );
427
428 b[2].co[1] = vg_uictx.cursor[1];
429 b[3].co[1] = vg_uictx.cursor[1];
430 }
431
432 VG_STATIC void player_spawn( player_interface *player,
433 struct respawn_point *rp )
434 {
435 player_device *dev = player->devices[ player->active_device ];
436 v3_copy( rp->co, player->rb.co );
437 #if 0
438 v3_copy( rp->co, player->prev_position );
439 #endif
440 v3_zero( player->rb.v );
441 v3_zero( player->rb.w );
442 q_identity( player->rb.q );
443 rb_update_transform( &player->rb );
444
445 dev->event( dev, player, k_player_device_event_respawn, rp );
446 }
447
448
449 VG_STATIC void player_kill( player_interface *player )
450 {
451
452 }
453
454 /*
455 * Apply per render-frame mouse look from player to angles
456 */
457 PLAYER_DEVICE_API
458 void player_look( player_interface *player, v3f angles )
459 {
460 angles[2] = 0.0f;
461 v2_muladds( angles, vg.mouse_delta, 0.0025f, angles );
462
463 if( vg_input.controller_should_use_trackpad_look )
464 {
465 static v2f last_input;
466 static v2f vel;
467 static v2f vel_smooth;
468
469 v2f input = { player->input_js2h->axis.value,
470 player->input_js2v->axis.value };
471
472 if( (v2_length2(last_input) > 0.001f) && (v2_length2(input) > 0.001f) )
473 {
474 v2_sub( input, last_input, vel );
475 v2_muls( vel, 1.0f/vg.time_delta, vel );
476 }
477 else
478 {
479 v2_zero( vel );
480 }
481
482 v2_lerp( vel_smooth, vel, vg.time_delta*8.0f, vel_smooth );
483
484 v2_muladds( angles, vel_smooth, vg.time_delta, angles );
485 v2_copy( input, last_input );
486 }
487 else
488 {
489 angles[0] += player->input_js2h->axis.value * vg.time_delta * 4.0f;
490 angles[1] += player->input_js2v->axis.value * vg.time_delta * 4.0f;
491 }
492
493 angles[1] = vg_clampf( angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
494 }
495
496 #endif /* PLAYER_INTERFACE_H */