1 #ifndef PLAYER_INTERFACE_H
2 #define PLAYER_INTERFACE_H
7 #include "player_ragdoll.h"
8 #include "player_model.h"
11 typedef struct player_device player_device
;
12 typedef struct player_interface player_interface
;
13 typedef struct player_attachment player_attachment
;
14 typedef mdl_keyframe player_pose
[32];
16 #define PLAYER_DEVICE_API VG_STATIC
18 struct player_interface
23 struct player_attachment
25 player_device
*device
;
28 /* animation driven */
32 camera cam_1st
, cam_3rd
;
39 k_camera_mode_firstperson
,
40 k_camera_mode_thirdperson
44 float camera_type_blend
;
46 /* TODO: have an automated system for crossing the thirdperson camera
47 * across portal boundaries. if it fails the check with the gate plane, then
48 * transform root_co and root_q, as well as final camera, BACK across the
49 * division, using the inverse of the transport matrix
53 float device_blend_time
;
55 struct input_binding
*input_js1h
,
73 struct player_avatar
*playeravatar
;
75 struct player_ragdoll ragdoll
;
78 /* FIXME: eventually store animation state here when we have more than 1
79 * player. since currently its written into the avatar
81 * struct avatar_anim_state anim_state;
86 vg_tex2d tex_characters
= { .path
= "textures/ch_gradient.qoi" };
90 void (* bind
) ( player_interface
*player
, player_attachment
*at
);
95 void (* pre_update
) ( player_interface
*player
, player_attachment
*at
);
96 void (* update
) ( player_interface
*player
, player_attachment
*at
);
97 void (* post_update
)( player_interface
*player
, player_attachment
*at
);
101 * Get current pose, and root transform
103 void (* pose
) ( player_interface
*player
, player_attachment
*at
,
104 player_pose pose
, v3f root_co
, v4f root_q
);
108 * Use this to fill out animation state
110 void (* animate
) ( player_interface
*player
, player_attachment
*at
);
112 /* Get current camera, required fields to be filled are:
117 * They may be blended with other systems
119 void (* post_animate
) ( player_interface
*player
, player_attachment
*at
);
122 This is called when a player is forced back to a spawnpoint.
124 void (* reset
) ( player_interface
*player
, player_attachment
*at
,
125 struct respawn_point
*spawn
);
128 * make calls into player_debugtext( .. ) in this function
130 void (* debug_ui
) ( player_interface
*player
, player_attachment
*at
);
134 * Called when going through a gate, it should modify any direction and
135 * position sensitive things, as well as store context here. it may be
138 void (* gate_transport
)( player_interface
*player
, player_attachment
*at
,
139 teleport_gate
*gate
);
143 * Load the state previously saved when gate_transport was called
145 void (* load_state
) ( player_interface
*player
, player_attachment
*at
);
151 void (* store_state
)( player_interface
*player
, player_attachment
*at
);
152 void (* attatch
) ( player_interface
*player
, player_attachment
*at
,
158 VG_STATIC
void player_interface_create_player( player_interface
*inst
)
160 static int only_once
= 0;
161 assert( only_once
== 0 );
164 inst
->input_js1h
= vg_create_named_input( "steer-h", k_input_type_axis
);
165 inst
->input_js1v
= vg_create_named_input( "steer-v", k_input_type_axis
);
166 inst
->input_grab
= vg_create_named_input( "grab", k_input_type_axis_norm
);
167 inst
->input_js2h
= vg_create_named_input( "grab-h", k_input_type_axis
);
168 inst
->input_js2v
= vg_create_named_input( "grab-v", k_input_type_axis
);
169 inst
->input_jump
= vg_create_named_input( "jump", k_input_type_button
);
170 inst
->input_push
= vg_create_named_input( "push", k_input_type_button
);
171 inst
->input_walk
= vg_create_named_input( "walk", k_input_type_button
);
172 inst
->input_walkh
= vg_create_named_input( "walk-h", k_input_type_axis
);
173 inst
->input_walkv
= vg_create_named_input( "walk-v", k_input_type_axis
);
174 inst
->input_use
= vg_create_named_input( "use", k_input_type_button
);
175 inst
->input_reset
= vg_create_named_input( "reset", k_input_type_button
);
176 inst
->input_camera
=vg_create_named_input( "camera", k_input_type_button
);
178 const char *default_cfg
[] =
180 "bind steer-h gp-ls-h",
184 "bind steer-v gp-ls-v",
190 "bind grab-h gp-rs-h",
191 "bind grab-v gp-rs-v",
202 "bind walk-h gp-ls-h",
203 "bind walk-v -gp-ls-v",
217 for( int i
=0; i
<vg_list_size(default_cfg
); i
++ )
218 vg_execute_console_input(default_cfg
[i
]);
220 v3_zero( inst
->rb
.co
);
221 v3_zero( inst
->rb
.w
);
222 v3_zero( inst
->rb
.v
);
223 q_identity( inst
->rb
.q
);
224 m4x3_identity( inst
->rb
.to_world
);
225 m4x3_identity( inst
->rb
.to_local
);
228 VG_STATIC
void player_use_avatar( player_interface
*player
,
229 struct player_avatar
*av
)
231 player
->playeravatar
= av
;
232 player_setup_ragdoll_from_avatar( &player
->ragdoll
, av
);
235 VG_STATIC
void player_use_mesh( player_interface
*player
, glmesh
*mesh
)
237 player
->playermesh
= mesh
;
240 /* FIXME: Seperate concepts for binding and equip.
242 VG_STATIC
void player_use_device( player_interface
*player
, player_device
*dev
,
245 player
->dev
.device
= dev
;
246 player
->dev
.storage
= storage
;
248 player
->dev
.device
->bind( player
, &player
->dev
);
251 VG_STATIC
void player_pre_update( player_interface
*player
)
253 assert( player
->dev
.device
);
255 if( vg_input_button_down( player
->input_camera
) )
257 if( player
->camera_mode
== k_camera_mode_firstperson
)
258 player
->camera_mode
= k_camera_mode_thirdperson
;
260 player
->camera_mode
= k_camera_mode_firstperson
;
264 v3_copy( player
->rb
.co
, player
->prev_position
);
267 if( player
->dev
.device
->pre_update
)
268 player
->dev
.device
->pre_update( player
, &player
->dev
);
271 VG_STATIC
void player_update( player_interface
*player
)
273 assert( player
->dev
.device
);
275 if( player
->dev
.device
->update
)
276 player
->dev
.device
->update( player
, &player
->dev
);
279 VG_STATIC
void player_apply_transport_to_cam( m4x3f transport
)
281 /* FIXME: Applies to main_camera directly! */
283 /* Pre-emptively edit the camera matrices so that the motion vectors
287 m4x3_invert_affine( transport
, transport_i
);
288 m4x3_expand( transport_i
, transport_4
);
289 m4x4_mul( main_camera
.mtx
.pv
, transport_4
, main_camera
.mtx
.pv
);
290 m4x4_mul( main_camera
.mtx
.v
, transport_4
, main_camera
.mtx
.v
);
294 * Applies gate transport to a player_interface
297 void player_pass_gate( player_interface
*player
, teleport_gate
*gate
)
302 VG_STATIC
void player_post_update( player_interface
*player
)
304 assert( player
->dev
.device
);
306 if( player
->dev
.device
->post_update
)
307 player
->dev
.device
->post_update( player
, &player
->dev
);
310 VG_STATIC
void player_pre_render( player_interface
*player
)
312 player
->dev
.device
->animate( player
, &player
->dev
);
314 /* TODO: eventually, blending code goes here */
317 q_m3x3( player
->dev
.pose_root_q
, transform
);
318 v3_copy( player
->dev
.pose_root_co
, transform
[3] );
320 struct skeleton
*sk
= &player
->playeravatar
->sk
;
322 skeleton_apply_pose( sk
, player
->dev
.pose
, k_anim_apply_defer_ik
);
323 skeleton_apply_ik_pass( sk
);
324 skeleton_apply_pose( sk
, player
->dev
.pose
, k_anim_apply_deffered_only
);
325 skeleton_apply_inverses( sk
);
326 skeleton_apply_transform( sk
, transform
);
327 skeleton_debug( sk
);
330 if( player
->dev
.device
->pose
)
332 player
->dev
.device
->pose( player
, &player
->dev
, pose
, transform
);
334 struct skeleton
*sk
= &player
->playeravatar
->sk
;
336 skeleton_apply_pose( sk
, pose
, k_anim_apply_defer_ik
);
337 skeleton_apply_ik_pass( sk
);
338 skeleton_apply_pose( sk
, pose
, k_anim_apply_deffered_only
);
339 skeleton_apply_inverses( sk
);
340 skeleton_apply_transform( sk
, transform
);
341 skeleton_debug( sk
);
345 player
->dev
.device
->post_animate( player
, &player
->dev
);
347 /* TODO: eventually, blending code goes here */
349 float camera_blend_target
= 1.0f
;
350 if( player
->camera_mode
== k_camera_mode_firstperson
)
351 camera_blend_target
= 0.0f
;
353 player
->camera_type_blend
= vg_lerpf( player
->camera_type_blend
,
355 5.0f
* vg
.frame_delta
);
357 float t
= player
->camera_type_blend
;
358 camera_lerp( &player
->dev
.cam_1st
, &player
->dev
.cam_3rd
, t
, &player
->cam
);
362 v3_copy( player
->dev
.cam_1st
.pos
, player
->cam
.pos
);
363 v3_copy( player
->dev
.cam_1st
.angles
, player
->cam
.angles
);
364 player
->cam
.fov
= player
->dev
.cam_1st
.fov
;
368 VG_STATIC
void player_render( camera
*cam
, player_interface
*player
)
370 shader_viewchar_use();
371 vg_tex2d_bind( &tex_characters
, 0 );
372 shader_viewchar_uTexMain( 0 );
373 shader_viewchar_uCamera( cam
->transform
[3] );
374 shader_viewchar_uPv( cam
->mtx
.pv
);
375 shader_link_standard_ub( _shader_viewchar
.id
, 2 );
376 glUniformMatrix4x3fv( _uniform_viewchar_uTransforms
,
377 player
->playeravatar
->sk
.bone_count
,
379 (float *)player
->playeravatar
->sk
.final_mtx
);
381 mesh_bind( player
->playermesh
);
382 mesh_draw( player
->playermesh
);
385 VG_STATIC
void player_debugtext( int size
, const char *fmt
, ... )
390 va_start( args
, fmt
);
391 vsnprintf( buffer
, 1024, fmt
, args
);
394 ui_text( vg_uictx
.cursor
, buffer
, size
, k_text_align_right
);
395 vg_uictx
.cursor
[1] += 14*size
;
398 VG_STATIC
void player_ui( player_interface
*player
)
400 /* TODO: if debugger enabled */
402 if( player
->dev
.device
->debug_ui
)
404 vg_uictx
.cursor
[0] = vg
.window_x
- 200;
405 vg_uictx
.cursor
[1] = 0;
406 vg_uictx
.cursor
[2] = 200;
407 vg_uictx
.cursor
[3] = 200;
409 struct ui_vert
*b
= ui_fill_rect( vg_uictx
.cursor
, 0x70000000 );
411 vg_uictx
.cursor
[0] = vg
.window_x
;
412 player
->dev
.device
->debug_ui( player
, &player
->dev
);
414 b
[2].co
[1] = vg_uictx
.cursor
[1];
415 b
[3].co
[1] = vg_uictx
.cursor
[1];
419 VG_STATIC
void player_spawn( player_interface
*player
,
420 struct respawn_point
*rp
)
422 v3_copy( rp
->co
, player
->rb
.co
);
424 v3_copy( rp
->co
, player
->prev_position
);
426 v3_zero( player
->rb
.v
);
427 v3_zero( player
->rb
.w
);
428 q_identity( player
->rb
.q
);
429 rb_update_transform( &player
->rb
);
431 if( player
->dev
.device
->reset
)
432 player
->dev
.device
->reset( player
, &player
->dev
, rp
);
436 VG_STATIC
void player_kill( player_interface
*player
)
442 * Apply per render-frame mouse look from player to angles
445 void player_look( player_interface
*player
, v3f angles
)
448 v2_muladds( angles
, vg
.mouse_delta
, 0.0025f
, angles
);
450 if( vg_input
.controller_should_use_trackpad_look
)
452 static v2f last_input
;
454 static v2f vel_smooth
;
456 v2f input
= { player
->input_js2h
->axis
.value
,
457 player
->input_js2v
->axis
.value
};
459 if( (v2_length2(last_input
) > 0.001f
) && (v2_length2(input
) > 0.001f
) )
461 v2_sub( input
, last_input
, vel
);
462 v2_muls( vel
, 1.0f
/vg
.time_delta
, vel
);
469 v2_lerp( vel_smooth
, vel
, vg
.time_delta
*8.0f
, vel_smooth
);
471 v2_muladds( angles
, vel_smooth
, vg
.time_delta
, angles
);
472 v2_copy( input
, last_input
);
476 angles
[0] += player
->input_js2h
->axis
.value
* vg
.time_delta
* 4.0f
;
477 angles
[1] += player
->input_js2v
->axis
.value
* vg
.time_delta
* 4.0f
;
480 angles
[1] = vg_clampf( angles
[1], -VG_PIf
*0.5f
, VG_PIf
*0.5f
);
483 #endif /* PLAYER_INTERFACE_H */