automatic camera inversing across portals
[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_attachment player_attachment;
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 struct player_attachment
24 {
25 player_device *device;
26 void *storage;
27
28 /* animation driven */
29 player_pose pose;
30 v3f pose_root_co;
31 v4f pose_root_q;
32 camera cam_1st, cam_3rd;
33 }
34 dev,
35 dev_previous;
36
37 enum camera_mode
38 {
39 k_camera_mode_firstperson,
40 k_camera_mode_thirdperson
41 }
42 camera_mode;
43 float camera_type_blend;
44
45 teleport_gate *gate_waiting;
46
47 int device_blend;
48 float device_blend_time;
49
50 struct input_binding *input_js1h,
51 *input_js1v,
52 *input_js2h,
53 *input_js2v,
54 *input_jump,
55 *input_push,
56 *input_walk,
57 *input_walkh,
58 *input_walkv,
59 *input_use,
60 *input_reset,
61 *input_grab,
62 *input_camera;
63
64 #if 0
65 v3f prev_position;
66 #endif
67
68 struct player_avatar *playeravatar;
69 glmesh *playermesh;
70 struct player_ragdoll ragdoll;
71
72
73 /* FIXME: eventually store animation state here when we have more than 1
74 * player. since currently its written into the avatar
75 *
76 * struct avatar_anim_state anim_state;
77 */
78 };
79
80 /* FIXME: yo */
81 vg_tex2d tex_characters = { .path = "textures/ch_gradient.qoi" };
82
83 struct player_device
84 {
85 void (* bind ) ( player_interface *player, player_attachment *at );
86
87 /*
88 * Regular updates
89 */
90 void (* pre_update) ( player_interface *player, player_attachment *at );
91 void (* update) ( player_interface *player, player_attachment *at );
92 void (* post_update)( player_interface *player, player_attachment *at );
93
94 #if 0
95 /*
96 * Get current pose, and root transform
97 */
98 void (* pose) ( player_interface *player, player_attachment *at,
99 player_pose pose, v3f root_co, v4f root_q );
100 #endif
101
102 /*
103 * Use this to fill out animation state
104 */
105 void (* animate) ( player_interface *player, player_attachment *at );
106
107 /* Get current camera, required fields to be filled are:
108 * fov
109 * pos
110 * angles
111 *
112 * They may be blended with other systems
113 */
114 void (* post_animate) ( player_interface *player, player_attachment *at );
115
116 /*
117 This is called when a player is forced back to a spawnpoint.
118 */
119 void (* reset ) ( player_interface *player, player_attachment *at,
120 struct respawn_point *spawn );
121
122 /*
123 * make calls into player_debugtext( .. ) in this function
124 */
125 void (* debug_ui) ( player_interface *player, player_attachment *at );
126
127 #if 0
128 /*
129 * Called when going through a gate, it should modify any direction and
130 * position sensitive things, as well as store context here. it may be
131 * restored later.
132 */
133 void (* gate_transport)( player_interface *player, player_attachment *at,
134 teleport_gate *gate );
135 #endif
136
137 /*
138 * Load the state previously saved when gate_transport was called
139 */
140 void (* load_state) ( player_interface *player, player_attachment *at );
141
142
143
144
145 #if 0
146 void (* store_state)( player_interface *player, player_attachment *at );
147 void (* attatch ) ( player_interface *player, player_attachment *at,
148 void *storage );
149 #endif
150
151 };
152
153 VG_STATIC void player_interface_create_player( player_interface *inst )
154 {
155 static int only_once = 0;
156 assert( only_once == 0 );
157 only_once ++;
158
159 inst->input_js1h = vg_create_named_input( "steer-h", k_input_type_axis );
160 inst->input_js1v = vg_create_named_input( "steer-v", k_input_type_axis );
161 inst->input_grab = vg_create_named_input( "grab", k_input_type_axis_norm);
162 inst->input_js2h = vg_create_named_input( "grab-h", k_input_type_axis );
163 inst->input_js2v = vg_create_named_input( "grab-v", k_input_type_axis );
164 inst->input_jump = vg_create_named_input( "jump", k_input_type_button );
165 inst->input_push = vg_create_named_input( "push", k_input_type_button );
166 inst->input_walk = vg_create_named_input( "walk", k_input_type_button );
167 inst->input_walkh= vg_create_named_input( "walk-h", k_input_type_axis );
168 inst->input_walkv= vg_create_named_input( "walk-v", k_input_type_axis );
169 inst->input_use = vg_create_named_input( "use", k_input_type_button );
170 inst->input_reset= vg_create_named_input( "reset", k_input_type_button );
171 inst->input_camera=vg_create_named_input( "camera", k_input_type_button );
172
173 const char *default_cfg[] =
174 {
175 "bind steer-h gp-ls-h",
176 "bind -steer-h a",
177 "bind +steer-h d",
178
179 "bind steer-v gp-ls-v",
180 "bind -steer-v w",
181 "bind +steer-v s",
182
183 "bind grab gp-rt",
184 "bind +grab shift",
185 "bind grab-h gp-rs-h",
186 "bind grab-v gp-rs-v",
187
188 "bind jump space",
189 "bind jump gp-a",
190
191 "bind push gp-b",
192 "bind push w",
193
194 "bind walk shift",
195 "bind walk gp-ls",
196
197 "bind walk-h gp-ls-h",
198 "bind walk-v -gp-ls-v",
199 "bind +walk-h d",
200 "bind -walk-h a",
201 "bind +walk-v w",
202 "bind -walk-v s",
203
204 "bind reset gp-lb",
205 "bind reset r",
206
207 "bind use gp-y",
208 "bind use e",
209 "bind camera c"
210 };
211
212 for( int i=0; i<vg_list_size(default_cfg); i++ )
213 vg_execute_console_input(default_cfg[i]);
214
215 v3_zero( inst->rb.co );
216 v3_zero( inst->rb.w );
217 v3_zero( inst->rb.v );
218 q_identity( inst->rb.q );
219 m4x3_identity( inst->rb.to_world );
220 m4x3_identity( inst->rb.to_local );
221 }
222
223 VG_STATIC void player_use_avatar( player_interface *player,
224 struct player_avatar *av )
225 {
226 player->playeravatar = av;
227 player_setup_ragdoll_from_avatar( &player->ragdoll, av );
228 }
229
230 VG_STATIC void player_use_mesh( player_interface *player, glmesh *mesh )
231 {
232 player->playermesh = mesh;
233 }
234
235 /* FIXME: Seperate concepts for binding and equip.
236 */
237 VG_STATIC void player_use_device( player_interface *player, player_device *dev,
238 void *storage )
239 {
240 player->dev.device = dev;
241 player->dev.storage = storage;
242
243 player->dev.device->bind( player, &player->dev );
244 }
245
246 VG_STATIC void player_pre_update( player_interface *player )
247 {
248 assert( player->dev.device );
249
250 if( vg_input_button_down( player->input_camera ) )
251 {
252 if( player->camera_mode == k_camera_mode_firstperson )
253 player->camera_mode = k_camera_mode_thirdperson;
254 else
255 player->camera_mode = k_camera_mode_firstperson;
256 }
257
258 #if 0
259 v3_copy( player->rb.co, player->prev_position );
260 #endif
261
262 if( player->dev.device->pre_update )
263 player->dev.device->pre_update( player, &player->dev );
264 }
265
266 VG_STATIC void player_update( player_interface *player )
267 {
268 assert( player->dev.device );
269
270 if( player->dev.device->update )
271 player->dev.device->update( player, &player->dev );
272 }
273
274 VG_STATIC void player_apply_transport_to_cam( m4x3f transport )
275 {
276 /* FIXME: Applies to main_camera directly! */
277
278 /* Pre-emptively edit the camera matrices so that the motion vectors
279 * are correct */
280 m4x3f transport_i;
281 m4x4f transport_4;
282 m4x3_invert_affine( transport, transport_i );
283 m4x3_expand( transport_i, transport_4 );
284 m4x4_mul( main_camera.mtx.pv, transport_4, main_camera.mtx.pv );
285 m4x4_mul( main_camera.mtx.v, transport_4, main_camera.mtx.v );
286 }
287
288 /*
289 * Applies gate transport to a player_interface
290 */
291 PLAYER_DEVICE_API
292 void player_pass_gate( player_interface *player, teleport_gate *gate )
293 {
294 player->gate_waiting = gate;
295 }
296
297 VG_STATIC void player_post_update( player_interface *player )
298 {
299 assert( player->dev.device );
300
301 if( player->dev.device->post_update )
302 player->dev.device->post_update( player, &player->dev );
303 }
304
305 VG_STATIC void player_pre_render( player_interface *player )
306 {
307 player->dev.device->animate( player, &player->dev );
308
309 /* TODO: eventually, blending code goes here */
310
311 m4x3f transform;
312 q_m3x3( player->dev.pose_root_q, transform );
313 v3_copy( player->dev.pose_root_co, transform[3] );
314
315 struct skeleton *sk = &player->playeravatar->sk;
316
317 skeleton_apply_pose( sk, player->dev.pose, k_anim_apply_defer_ik );
318 skeleton_apply_ik_pass( sk );
319 skeleton_apply_pose( sk, player->dev.pose, k_anim_apply_deffered_only );
320 skeleton_apply_inverses( sk );
321 skeleton_apply_transform( sk, transform );
322 skeleton_debug( sk );
323
324 #if 0
325 if( player->dev.device->pose )
326 {
327 player->dev.device->pose( player, &player->dev, pose, transform );
328
329 struct skeleton *sk = &player->playeravatar->sk;
330
331 skeleton_apply_pose( sk, pose, k_anim_apply_defer_ik );
332 skeleton_apply_ik_pass( sk );
333 skeleton_apply_pose( sk, pose, k_anim_apply_deffered_only );
334 skeleton_apply_inverses( sk );
335 skeleton_apply_transform( sk, transform );
336 skeleton_debug( sk );
337 }
338 #endif
339
340 player->dev.device->post_animate( player, &player->dev );
341
342 /* TODO: eventually, blending code goes here */
343
344 float camera_blend_target = 1.0f;
345 if( player->camera_mode == k_camera_mode_firstperson )
346 camera_blend_target = 0.0f;
347
348 player->camera_type_blend = vg_lerpf( player->camera_type_blend,
349 camera_blend_target,
350 5.0f * vg.frame_delta );
351
352 float t = player->camera_type_blend;
353 camera_lerp( &player->dev.cam_1st, &player->dev.cam_3rd, t, &player->cam );
354
355 if( player->gate_waiting )
356 {
357 /* construct plane equation for reciever gate */
358 v4f plane;
359 v3_copy( player->gate_waiting->recv_to_world[2], plane );
360 plane[3] = v3_dot( plane, player->gate_waiting->recv_to_world[3] );
361
362 /* check camera polarity */
363 if( v3_dot( player->cam.pos, plane ) < plane[3] )
364 {
365 vg_success( "Plane cleared\n" );
366 player_apply_transport_to_cam( player->gate_waiting->transport );
367 player->gate_waiting = NULL;
368 }
369 else
370 {
371 /* de-transform camera and player back */
372 m4x3f inverse;
373 m4x3_invert_affine( player->gate_waiting->transport, inverse );
374 m4x3_mulv( inverse, player->cam.pos, player->cam.pos );
375
376 /* TODO: Find robust method for this */
377 v3f fwd_dir = { cosf(player->cam.angles[0]),
378 0.0f,
379 sinf(player->cam.angles[0])};
380 m3x3_mulv( inverse, fwd_dir, fwd_dir );
381 player->cam.angles[0] = atan2f( fwd_dir[2], fwd_dir[0] );
382
383 skeleton_apply_transform( sk, inverse );
384 }
385 }
386
387 #if 0
388 v3_copy( player->dev.cam_1st.pos, player->cam.pos );
389 v3_copy( player->dev.cam_1st.angles, player->cam.angles );
390 player->cam.fov = player->dev.cam_1st.fov;
391 #endif
392 }
393
394 VG_STATIC void player_render( camera *cam, player_interface *player )
395 {
396 shader_viewchar_use();
397 vg_tex2d_bind( &tex_characters, 0 );
398 shader_viewchar_uTexMain( 0 );
399 shader_viewchar_uCamera( cam->transform[3] );
400 shader_viewchar_uPv( cam->mtx.pv );
401 shader_link_standard_ub( _shader_viewchar.id, 2 );
402 glUniformMatrix4x3fv( _uniform_viewchar_uTransforms,
403 player->playeravatar->sk.bone_count,
404 0,
405 (float *)player->playeravatar->sk.final_mtx );
406
407 mesh_bind( player->playermesh );
408 mesh_draw( player->playermesh );
409 }
410
411 VG_STATIC void player_debugtext( int size, const char *fmt, ... )
412 {
413 char buffer[ 1024 ];
414
415 va_list args;
416 va_start( args, fmt );
417 vsnprintf( buffer, 1024, fmt, args );
418 va_end( args );
419
420 ui_text( vg_uictx.cursor, buffer, size, k_text_align_right );
421 vg_uictx.cursor[1] += 14*size;
422 }
423
424 VG_STATIC void player_ui( player_interface *player )
425 {
426 /* TODO: if debugger enabled */
427
428 if( player->dev.device->debug_ui )
429 {
430 vg_uictx.cursor[0] = vg.window_x - 200;
431 vg_uictx.cursor[1] = 0;
432 vg_uictx.cursor[2] = 200;
433 vg_uictx.cursor[3] = 200;
434
435 struct ui_vert *b = ui_fill_rect( vg_uictx.cursor, 0x70000000 );
436
437 vg_uictx.cursor[0] = vg.window_x;
438 player->dev.device->debug_ui( player, &player->dev );
439
440 b[2].co[1] = vg_uictx.cursor[1];
441 b[3].co[1] = vg_uictx.cursor[1];
442 }
443 }
444
445 VG_STATIC void player_spawn( player_interface *player,
446 struct respawn_point *rp )
447 {
448 v3_copy( rp->co, player->rb.co );
449 #if 0
450 v3_copy( rp->co, player->prev_position );
451 #endif
452 v3_zero( player->rb.v );
453 v3_zero( player->rb.w );
454 q_identity( player->rb.q );
455 rb_update_transform( &player->rb );
456
457 if( player->dev.device->reset )
458 player->dev.device->reset( player, &player->dev, rp );
459 }
460
461
462 VG_STATIC void player_kill( player_interface *player )
463 {
464
465 }
466
467 /*
468 * Apply per render-frame mouse look from player to angles
469 */
470 PLAYER_DEVICE_API
471 void player_look( player_interface *player, v3f angles )
472 {
473 angles[2] = 0.0f;
474 v2_muladds( angles, vg.mouse_delta, 0.0025f, angles );
475
476 if( vg_input.controller_should_use_trackpad_look )
477 {
478 static v2f last_input;
479 static v2f vel;
480 static v2f vel_smooth;
481
482 v2f input = { player->input_js2h->axis.value,
483 player->input_js2v->axis.value };
484
485 if( (v2_length2(last_input) > 0.001f) && (v2_length2(input) > 0.001f) )
486 {
487 v2_sub( input, last_input, vel );
488 v2_muls( vel, 1.0f/vg.time_delta, vel );
489 }
490 else
491 {
492 v2_zero( vel );
493 }
494
495 v2_lerp( vel_smooth, vel, vg.time_delta*8.0f, vel_smooth );
496
497 v2_muladds( angles, vel_smooth, vg.time_delta, angles );
498 v2_copy( input, last_input );
499 }
500 else
501 {
502 angles[0] += player->input_js2h->axis.value * vg.time_delta * 4.0f;
503 angles[1] += player->input_js2v->axis.value * vg.time_delta * 4.0f;
504 }
505
506 angles[1] = vg_clampf( angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
507 }
508
509 #endif /* PLAYER_INTERFACE_H */