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