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 struct player_interface
21 struct player_attachment
23 player_device
*device
;
28 struct input_binding
*input_js1h
,
41 struct player_avatar
*playeravatar
;
43 struct player_ragdoll ragdoll
;
47 vg_tex2d tex_characters
= { .path
= "textures/ch_gradient.qoi" };
51 void (* bind
) ( player_interface
*player
, player_attachment
*at
);
52 void (* pre_update
) ( player_interface
*player
, player_attachment
*at
);
53 void (* update
) ( player_interface
*player
, player_attachment
*at
);
54 void (* post_update
)( player_interface
*player
, player_attachment
*at
);
55 void (* pose
) ( player_interface
*player
, player_attachment
*at
,
56 player_pose pose
, m4x3f transform
);
58 void (* get_camera
) ( player_interface
*player
, player_attachment
*at
,
61 void (* attatch
) ( player_interface
*player
, player_attachment
*at
,
64 void (* reset
) ( player_interface
*player
, player_attachment
*at
,
65 struct respawn_point
*spawn
);
67 void (* store_state
)( player_interface
*player
, player_attachment
*at
);
68 void (* load_state
) ( player_interface
*player
, player_attachment
*at
);
69 void (* debug_ui
) ( player_interface
*player
, player_attachment
*at
);
72 VG_STATIC
void player_interface_create_player( player_interface
*inst
)
74 static int only_once
= 0;
75 assert( only_once
== 0 );
78 inst
->input_js1h
= vg_create_named_input( "steer-h", k_input_type_axis
);
79 inst
->input_js1v
= vg_create_named_input( "steer-v", k_input_type_axis
);
80 inst
->input_grab
= vg_create_named_input( "grab", k_input_type_axis_norm
);
81 inst
->input_js2h
= vg_create_named_input( "grab-h", k_input_type_axis
);
82 inst
->input_js2v
= vg_create_named_input( "grab-v", k_input_type_axis
);
83 inst
->input_jump
= vg_create_named_input( "jump", k_input_type_button
);
84 inst
->input_push
= vg_create_named_input( "push", k_input_type_button
);
85 inst
->input_walk
= vg_create_named_input( "walk", k_input_type_button
);
86 inst
->input_walkh
= vg_create_named_input( "walk-h", k_input_type_axis
);
87 inst
->input_walkv
= vg_create_named_input( "walk-v", k_input_type_axis
);
88 inst
->input_use
= vg_create_named_input( "use", k_input_type_button
);
89 inst
->input_reset
= vg_create_named_input( "reset", k_input_type_button
);
91 const char *default_cfg
[] =
93 "bind steer-h gp-ls-h",
97 "bind steer-v gp-ls-v",
103 "bind grab-h gp-rs-h",
104 "bind grab-v gp-rs-v",
115 "bind walk-h gp-ls-h",
116 "bind walk-v -gp-ls-v",
129 for( int i
=0; i
<vg_list_size(default_cfg
); i
++ )
130 vg_execute_console_input(default_cfg
[i
]);
132 v3_zero( inst
->rb
.co
);
133 v3_zero( inst
->rb
.w
);
134 v3_zero( inst
->rb
.v
);
135 q_identity( inst
->rb
.q
);
136 m4x3_identity( inst
->rb
.to_world
);
137 m4x3_identity( inst
->rb
.to_local
);
140 VG_STATIC
void player_use_avatar( player_interface
*player
,
141 struct player_avatar
*av
)
143 player
->playeravatar
= av
;
144 player_setup_ragdoll_from_avatar( &player
->ragdoll
, av
);
147 VG_STATIC
void player_use_mesh( player_interface
*player
, glmesh
*mesh
)
149 player
->playermesh
= mesh
;
152 VG_STATIC
void player_use_device( player_interface
*player
, player_device
*dev
,
155 player
->dev
.device
= dev
;
156 player
->dev
.storage
= storage
;
158 player
->dev
.device
->bind( player
, &player
->dev
);
161 VG_STATIC
void player_pre_update( player_interface
*player
)
163 assert( player
->dev
.device
);
165 if( player
->dev
.device
->pre_update
)
166 player
->dev
.device
->pre_update( player
, &player
->dev
);
169 VG_STATIC
void player_update( player_interface
*player
)
171 assert( player
->dev
.device
);
173 if( player
->dev
.device
->update
)
174 player
->dev
.device
->update( player
, &player
->dev
);
177 VG_STATIC
void player_post_update( player_interface
*player
)
179 assert( player
->dev
.device
);
181 if( player
->dev
.device
->post_update
)
182 player
->dev
.device
->post_update( player
, &player
->dev
);
185 camera_update_transform( &player
->cam
);
186 camera_update_view( &player
->cam
);
187 camera_update_projection( &player
->cam
);
188 camera_finalize( &player
->cam
);
193 VG_STATIC
void player_pre_render( player_interface
*player
)
195 assert( player
->dev
.device
);
197 if( player
->dev
.device
->pre_render
)
198 player
->dev
.device
->pre_render( player
);
202 VG_STATIC
void player_pre_render( player_interface
*player
)
207 player
->dev
.device
->pose( player
, &player
->dev
, pose
, transform
);
209 struct skeleton
*sk
= &player
->playeravatar
->sk
;
211 skeleton_apply_pose( sk
, pose
, k_anim_apply_defer_ik
);
212 skeleton_apply_ik_pass( sk
);
213 skeleton_apply_pose( sk
, pose
, k_anim_apply_deffered_only
);
214 skeleton_apply_inverses( sk
);
215 skeleton_apply_transform( sk
, transform
);
216 skeleton_debug( sk
);
218 player
->dev
.device
->get_camera( player
, &player
->dev
, &player
->cam
);
219 /* TODO: if dead copy ragdoll.. . */
222 VG_STATIC
void player_render( camera
*cam
, player_interface
*player
)
224 shader_viewchar_use();
225 vg_tex2d_bind( &tex_characters
, 0 );
226 shader_viewchar_uTexMain( 0 );
227 shader_viewchar_uCamera( cam
->transform
[3] );
228 shader_viewchar_uPv( cam
->mtx
.pv
);
229 shader_link_standard_ub( _shader_viewchar
.id
, 2 );
230 glUniformMatrix4x3fv( _uniform_viewchar_uTransforms
,
231 player
->playeravatar
->sk
.bone_count
,
233 (float *)player
->playeravatar
->sk
.final_mtx
);
235 mesh_bind( player
->playermesh
);
236 mesh_draw( player
->playermesh
);
239 VG_STATIC
void player_debugtext( int size
, const char *fmt
, ... )
244 va_start( args
, fmt
);
245 vsnprintf( buffer
, 1024, fmt
, args
);
248 ui_text( vg_uictx
.cursor
, buffer
, size
, k_text_align_right
);
249 vg_uictx
.cursor
[1] += 14*size
;
252 VG_STATIC
void player_ui( player_interface
*player
)
254 /* TODO: if debugger enabled */
256 if( player
->dev
.device
->debug_ui
)
258 vg_uictx
.cursor
[0] = vg
.window_x
- 200;
259 vg_uictx
.cursor
[1] = 0;
260 vg_uictx
.cursor
[2] = 200;
261 vg_uictx
.cursor
[3] = 200;
263 struct ui_vert
*b
= ui_fill_rect( vg_uictx
.cursor
, 0x70000000 );
265 vg_uictx
.cursor
[0] = vg
.window_x
;
266 player
->dev
.device
->debug_ui( player
, &player
->dev
);
268 b
[2].co
[1] = vg_uictx
.cursor
[1];
269 b
[3].co
[1] = vg_uictx
.cursor
[1];
273 VG_STATIC
void player_spawn( player_interface
*player
,
274 struct respawn_point
*rp
)
276 v3_copy( rp
->co
, player
->rb
.co
);
277 v3_zero( player
->rb
.v
);
278 v3_zero( player
->rb
.w
);
279 q_identity( player
->rb
.q
);
283 * Apply per render-frame mouse look from player to angles
285 VG_STATIC
void player_look( player_interface
*player
, v3f angles
)
288 v2_muladds( angles
, vg
.mouse_delta
, 0.0025f
, angles
);
290 if( vg_input
.controller_should_use_trackpad_look
)
292 static v2f last_input
;
294 static v2f vel_smooth
;
296 v2f input
= { player
->input_js2h
->axis
.value
,
297 player
->input_js2v
->axis
.value
};
299 if( (v2_length2(last_input
) > 0.001f
) && (v2_length2(input
) > 0.001f
) )
301 v2_sub( input
, last_input
, vel
);
302 v2_muls( vel
, 1.0f
/vg
.time_delta
, vel
);
309 v2_lerp( vel_smooth
, vel
, vg
.time_delta
*8.0f
, vel_smooth
);
311 v2_muladds( angles
, vel_smooth
, vg
.time_delta
, angles
);
312 v2_copy( input
, last_input
);
316 angles
[0] += player
->input_js2h
->axis
.value
* vg
.time_delta
* 4.0f
;
317 angles
[1] += player
->input_js2v
->axis
.value
* vg
.time_delta
* 4.0f
;
320 angles
[1] = vg_clampf( angles
[1], -VG_PIf
*0.5f
, VG_PIf
*0.5f
);
323 #endif /* PLAYER_INTERFACE_H */