#ifndef CHARACTER_H
#define CHARACTER_H
-#include "vg/vg.h"
+#include "common.h"
#include "model.h"
#include "scene.h"
#include "ik.h"
#include "rigidbody.h"
+#include "shaders/character.h"
-SHADER_DEFINE( shader_player,
-
- /*Include*/ VERTEX_STANDARD_ATTRIBUTES
-
- "uniform mat4 uPv;"
- "uniform mat4x3 uMdl;"
- "uniform float uOpacity;"
- ""
- "out vec4 aColour;"
- "out vec2 aUv;"
- "out vec3 aNorm;"
- "out vec3 aCo;"
- "out float aOpacity;"
- ""
- "void main()"
- "{"
- "vec3 world_pos = uMdl * vec4(a_co,1.0);"
- "gl_Position = uPv * vec4(world_pos,1.0);"
-
- "aColour = a_colour;"
- "aUv = a_uv;"
- "aNorm = mat3(uMdl) * a_norm;"
- "aCo = a_co;"
- "aOpacity = 1.0-(gl_Position.y+0.5)*uOpacity;"
- "}",
- /* Fragment */
- "out vec4 FragColor;"
- ""
- "uniform sampler2D uTexMain;"
- "uniform vec4 uColour;"
- ""
- "in vec4 aColour;"
- "in vec2 aUv;"
- "in vec3 aNorm;"
- "in vec3 aCo;"
- "in float aOpacity;"
- ""
- "void main()"
- "{"
- "vec3 diffuse = texture( uTexMain, aUv ).rgb;"
- "FragColor = vec4(pow(diffuse,vec3(1.0)),aOpacity);"
- "}"
- ,
- UNIFORMS({ "uTexMain", "uPv", "uMdl", "uOpacity" })
-)
+vg_tex2d tex_pallet = { .path = "textures/ch_gradient.qoi" };
+
+static void character_register(void)
+{
+ shader_character_register();
+}
+
+static void character_init(void)
+{
+ vg_tex2d_init( (vg_tex2d *[]){ &tex_pallet }, 1 );
+}
#define FOREACH_PART(FN) \
FN( foot_l ) \
#define ADD_ONE(_) +1
#define PART_COUNT FOREACH_PART(ADD_ONE)
+
enum character_part
{
FOREACH_PART( MAKE_ENUM )
static void character_draw( struct character *ch, float temp )
{
- SHADER_USE(shader_player);
- glUniformMatrix4fv( SHADER_UNIFORM( shader_player, "uPv" ),
- 1, GL_FALSE, (float *)vg_pv );
+ shader_character_use();
+ shader_character_uPv( vg_pv );
- glUniform1i( SHADER_UNIFORM( shader_player, "uTexMain" ), 0 );
- glUniform1f( SHADER_UNIFORM( shader_player, "uOpacity" ), temp );
-
- GLint kuMdl = SHADER_UNIFORM( shader_player, "uMdl" );
+ vg_tex2d_bind( &tex_pallet, 0 );
+ shader_character_uTexMain( 0 );
+ shader_character_uOpacity( temp );
glEnable( GL_CULL_FACE );
glCullFace( GL_BACK );
for( int i=4; i<PART_COUNT; i++ )
{
- glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)ch->matrices[i] );
+ shader_character_uMdl( ch->matrices[i] );
submodel_draw( &ch->parts[i] );
}
{
if( ch->shoes[i] )
{
- glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)ch->matrices[i] );
+ shader_character_uMdl( ch->matrices[i] );
submodel_draw( &ch->parts[i] );
}
else
{
- glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)ch->matrices[i+2] );
+ shader_character_uMdl( ch->matrices[i+2] );
submodel_draw( &ch->parts[i] );
- glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)ch->matrices[i] );
+ shader_character_uMdl( ch->matrices[i] );
submodel_draw( &ch->parts[i+2] );
}
}
}
-static void character_shader_register(void)
-{
- SHADER_INIT(shader_player);
-}
-
-
/*
* Ragdoll Stuff
*/
rb_debug( &ch->ragdoll[k_chpart_foot_r], 0xff00a5ff );
}
-static void character_ragdoll_iter( struct character *ch, scene *sc )
+static void character_ragdoll_iter( struct character *ch )
{
for( int i=0; i<PART_COUNT; i++ )
- {
- rb_build_manifold( &ch->ragdoll[i], sc );
- }
+ rb_build_manifold( &ch->ragdoll[i] );
v3f rv;