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_device_transition player_device_transition
;
14 typedef mdl_keyframe player_pose
[32];
16 #define PLAYER_DEVICE_API VG_STATIC
18 struct player_interface
23 player_device
*devices
[ 8 ];
29 * ---------------------------
33 k_camera_mode_firstperson
,
34 k_camera_mode_thirdperson
37 float camera_type_blend
;
39 teleport_gate
*gate_waiting
;
43 * --------------------------------
45 struct input_binding
*input_js1h
,
61 * --------------------------------------------------
64 struct player_avatar
*playeravatar
;
66 struct player_ragdoll ragdoll
;
69 enum player_device_event_type
71 k_player_device_event_bind
,
72 k_player_device_event_respawn
,
73 k_player_device_event_custom_transition
,
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
,
85 vg_tex2d tex_characters
= { .path
= "textures/ch_gradient.qoi" };
90 int (* event
) ( player_device
*dev
, player_interface
*player
,
91 enum player_device_event_type ev
, void *data
);
95 /* animation driven */
99 camera cam_1st
, cam_3rd
;
102 VG_STATIC
void player_interface_create_player( player_interface
*inst
)
104 static int only_once
= 0;
105 assert( only_once
== 0 );
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
);
122 const char *default_cfg
[] =
124 "bind steer-h gp-ls-h",
128 "bind steer-v gp-ls-v",
134 "bind grab-h gp-rs-h",
135 "bind grab-v gp-rs-v",
146 "bind walk-h gp-ls-h",
147 "bind walk-v -gp-ls-v",
161 for( int i
=0; i
<vg_list_size(default_cfg
); i
++ )
162 vg_execute_console_input(default_cfg
[i
]);
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
);
172 PLAYER_DEVICE_API u32
player_get_device( player_interface
*player
,
175 for( u32 i
=0; i
<player
->device_count
; i
++ )
177 player_device
*dev
= player
->devices
[i
];
178 if( !strcmp( name
, dev
->name
) )
182 vg_fatal_exit_loop( "Invalid device name\n" );
186 VG_STATIC
void player_use_avatar( player_interface
*player
,
187 struct player_avatar
*av
)
189 player
->playeravatar
= av
;
190 player_setup_ragdoll_from_avatar( &player
->ragdoll
, av
);
193 VG_STATIC
void player_use_mesh( player_interface
*player
, glmesh
*mesh
)
195 player
->playermesh
= mesh
;
198 /* FIXME: Seperate concepts for binding and equip.
200 VG_STATIC
void player_add_device( player_interface
*player
, player_device
*dev
)
202 if( player
->device_count
== vg_list_size( player
->devices
) )
203 vg_fatal_exit_loop( "Too many devices added\n" );
205 player
->devices
[ player
->device_count
++ ] = dev
;
207 assert( dev
->event
);
208 assert( dev
->storage
);
210 vg_success( "Added player device '%s'\n", dev
->name
);
213 VG_STATIC
void player_bind( player_interface
*player
)
215 for( int i
=0; i
<player
->device_count
; i
++ )
217 player_device
*dev
= player
->devices
[i
];
218 dev
->event( dev
, player
, k_player_device_event_bind
, NULL
);
222 PLAYER_DEVICE_API
void player_transition_to_device( player_interface
*player
,
225 assert( id
< player
->device_count
);
227 player
->active_device
= id
;
228 player_device
*dev
= player
->devices
[ player
->active_device
];
230 dev
->event( dev
, player
, k_player_device_event_custom_transition
, data
);
231 //dev->event( dev, player, k_player_device_event_pre_update, NULL );
234 VG_STATIC
void player_pre_update( player_interface
*player
)
236 if( vg_input_button_down( player
->input_camera
) )
238 if( player
->camera_mode
== k_camera_mode_firstperson
)
239 player
->camera_mode
= k_camera_mode_thirdperson
;
241 player
->camera_mode
= k_camera_mode_firstperson
;
245 if( vg_input_button_down( player
->input_use
) )
246 player
->active_device
^= 0x1;
250 v3_copy( player
->rb
.co
, player
->prev_position
);
253 player_device
*dev
= player
->devices
[ player
->active_device
];
254 dev
->event( dev
, player
, k_player_device_event_pre_update
, NULL
);
257 VG_STATIC
void player_update( player_interface
*player
)
259 player_device
*dev
= player
->devices
[ player
->active_device
];
260 dev
->event( dev
, player
, k_player_device_event_update
, NULL
);
263 VG_STATIC
void player_apply_transport_to_cam( m4x3f transport
)
265 /* FIXME: Applies to main_camera directly! */
267 /* Pre-emptively edit the camera matrices so that the motion vectors
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
);
278 * Applies gate transport to a player_interface
281 void player_pass_gate( player_interface
*player
, teleport_gate
*gate
)
283 player
->gate_waiting
= gate
;
286 VG_STATIC
void player_post_update( player_interface
*player
)
288 player_device
*dev
= player
->devices
[ player
->active_device
];
289 dev
->event( dev
, player
, k_player_device_event_post_update
, NULL
);
292 VG_STATIC
void player_pre_render( player_interface
*player
)
294 player_device
*dev
= player
->devices
[ player
->active_device
];
295 dev
->event( dev
, player
, k_player_device_event_animate
, NULL
);
297 /* TODO: eventually, blending code goes here */
300 q_m3x3( dev
->pose_root_q
, transform
);
301 v3_copy( dev
->pose_root_co
, transform
[3] );
303 struct skeleton
*sk
= &player
->playeravatar
->sk
;
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
);
313 if( player
->dev
.device
->pose
)
315 player
->dev
.device
->pose( player
, &player
->dev
, pose
, transform
);
317 struct skeleton
*sk
= &player
->playeravatar
->sk
;
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
);
328 dev
->event( dev
, player
, k_player_device_event_post_animate
, NULL
);
330 /* TODO: eventually, blending code goes here */
332 float camera_blend_target
= 1.0f
;
333 if( player
->camera_mode
== k_camera_mode_firstperson
)
334 camera_blend_target
= 0.0f
;
336 player
->camera_type_blend
= vg_lerpf( player
->camera_type_blend
,
338 5.0f
* vg
.frame_delta
);
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
);
344 if( player
->gate_waiting
)
346 /* construct plane equation for reciever gate */
348 v3_copy( player
->gate_waiting
->recv_to_world
[2], plane
);
349 plane
[3] = v3_dot( plane
, player
->gate_waiting
->recv_to_world
[3] );
351 /* check camera polarity */
352 if( v3_dot( player
->cam
.pos
, plane
) < plane
[3] )
354 vg_success( "Plane cleared\n" );
355 player_apply_transport_to_cam( player
->gate_waiting
->transport
);
356 player
->gate_waiting
= NULL
;
360 /* de-transform camera and player back */
362 m4x3_invert_affine( player
->gate_waiting
->transport
, inverse
);
363 m4x3_mulv( inverse
, player
->cam
.pos
, player
->cam
.pos
);
365 /* TODO: Find robust method for this */
366 v3f fwd_dir
= { cosf(player
->cam
.angles
[0]),
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] );
372 skeleton_apply_transform( sk
, inverse
);
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
;
383 VG_STATIC
void player_render( camera
*cam
, player_interface
*player
)
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
,
394 (float *)player
->playeravatar
->sk
.final_mtx
);
396 mesh_bind( player
->playermesh
);
397 mesh_draw( player
->playermesh
);
400 VG_STATIC
void player_debugtext( int size
, const char *fmt
, ... )
405 va_start( args
, fmt
);
406 vsnprintf( buffer
, 1024, fmt
, args
);
409 ui_text( vg_uictx
.cursor
, buffer
, size
, k_text_align_right
);
410 vg_uictx
.cursor
[1] += 14*size
;
413 VG_STATIC
void player_ui( player_interface
*player
)
415 /* TODO: if debugger enabled */
416 player_device
*dev
= player
->devices
[ player
->active_device
];
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;
423 struct ui_vert
*b
= ui_fill_rect( vg_uictx
.cursor
, 0x70000000 );
425 vg_uictx
.cursor
[0] = vg
.window_x
;
426 dev
->event( dev
, player
, k_player_device_event_debug_ui
, NULL
);
428 b
[2].co
[1] = vg_uictx
.cursor
[1];
429 b
[3].co
[1] = vg_uictx
.cursor
[1];
432 VG_STATIC
void player_spawn( player_interface
*player
,
433 struct respawn_point
*rp
)
435 player_device
*dev
= player
->devices
[ player
->active_device
];
436 v3_copy( rp
->co
, player
->rb
.co
);
438 v3_copy( rp
->co
, player
->prev_position
);
440 v3_zero( player
->rb
.v
);
441 v3_zero( player
->rb
.w
);
442 q_identity( player
->rb
.q
);
443 rb_update_transform( &player
->rb
);
445 dev
->event( dev
, player
, k_player_device_event_respawn
, rp
);
449 VG_STATIC
void player_kill( player_interface
*player
)
455 * Apply per render-frame mouse look from player to angles
458 void player_look( player_interface
*player
, v3f angles
)
461 v2_muladds( angles
, vg
.mouse_delta
, 0.0025f
, angles
);
463 if( vg_input
.controller_should_use_trackpad_look
)
465 static v2f last_input
;
467 static v2f vel_smooth
;
469 v2f input
= { player
->input_js2h
->axis
.value
,
470 player
->input_js2v
->axis
.value
};
472 if( (v2_length2(last_input
) > 0.001f
) && (v2_length2(input
) > 0.001f
) )
474 v2_sub( input
, last_input
, vel
);
475 v2_muls( vel
, 1.0f
/vg
.time_delta
, vel
);
482 v2_lerp( vel_smooth
, vel
, vg
.time_delta
*8.0f
, vel_smooth
);
484 v2_muladds( angles
, vel_smooth
, vg
.time_delta
, angles
);
485 v2_copy( input
, last_input
);
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
;
493 angles
[1] = vg_clampf( angles
[1], -VG_PIf
*0.5f
, VG_PIf
*0.5f
);
496 #endif /* PLAYER_INTERFACE_H */