-#define VG_3D
-#include "vg/vg.h"
+#include "common.h"
/* Resources */
vg_tex2d tex_norwey = { .path = "textures/norway_foliage.qoi" };
vg_tex2d tex_gradients = { .path = "textures/gradients.qoi",
.flags = VG_TEXTURE_CLAMP };
vg_tex2d tex_cement = { .path = "textures/cement512.qoi" };
-
-vg_tex2d *texture_list[] =
-{
- &tex_norwey,
- &tex_gradients,
- &tex_grid,
- &tex_sky,
- &tex_cement
-};
+vg_tex2d tex_water = { .path = "textures/water.qoi" };
/* Convars */
-static int freecam = 0;
static int debugview = 0;
-static int debugsdf = 0;
static int sv_debugcam = 0;
-static int sv_phys = 0;
-static int thirdperson = 0;
/* Components */
#include "road.h"
#include "scene.h"
#include "ik.h"
+#include "terrain.h"
+#include "character.h"
+#include "ragdoll.h"
+#include "rigidbody.h"
+#include "render.h"
+#include "gate.h"
+#include "water.h"
+#include "world.h"
+#include "player.h"
+
+#include "shaders/blit.h"
+#include "shaders/standard.h"
+#include "shaders/unlit.h"
-int main( int argc, char *argv[] )
-{
- vg_init( argc, argv, "Voyager Game Engine" );
-}
-
-m4x3f world_matrix;
-
-static struct gplayer
+void vg_register(void)
{
- /* Physics */
- v3f co, v, a;
- v4f rot;
- float vswitch, slip, slip_last;
-
- float iY; /* Yaw inertia */
- int in_air;
-
- /* Input */
- v2f joy_l;
-
- v3f view;
- v2f look_dir; /* TEMP */
- v2f board_xy;
- float grab;
- float pitch;
-
- m4x3f to_world, to_local;
-
- /* Opengl */
- glmesh mesh;
- submodel legl,
- legu,
- board,
- torso,
- wheels,
- foot,
-
- /* NEW MODEL */
- leg_r0, leg_r1, foot_r,
- leg_l0, leg_l1, foot_l,
- arm_r0, arm_r1, hand_r,
- arm_l0, arm_l1, hand_l,
- body, head;
-
- /* Rendering */
- m4x3f mleg_l, mknee_l, mleg_r, mknee_r, mboard;
- m4x3f marm_l, melbow_l, marm_r, melbow_r, mbutt,
- mfoot_l, mfoot_r;
-
- v3f handl_target, handr_target,
- handl, handr;
+ shader_blit_register();
+ shader_standard_register();
+ shader_unlit_register();
+
+ terrain_register();
+ character_register();
+ water_register();
+ gate_register();
}
-player;
-static struct gworld
+vg_tex2d *texture_list[] =
{
- glmesh skydome;
- glmesh cement;
-
- scene foliage, /* Tree shader */
- geo, /* Std shader, collisions */
- detail; /* Std shader, no collisions */
+ &tex_norwey,
+ &tex_gradients,
+ &tex_grid,
+ &tex_sky,
+ &tex_cement,
+ &tex_water,
+ &tex_water_surf
+};
- submodel terrain,
- terrain_rocks,
- terrain_road;
+int main( int argc, char *argv[] )
+{
+ vg_init( argc, argv, "Voyager Game Engine" );
}
-world;
-static void player_transform_update(void)
-{
- q_m3x3( player.rot, player.to_world );
- v3_copy( player.co, player.to_world[3] );
+#if 0
+rigidbody mr_box = {
+ .bbx = {{ -1.0f, -0.25f, -0.25f }, { 1.0f, 0.25f, 0.25f }}
+};
- m4x3_invert_affine( player.to_world, player.to_local );
-}
+rigidbody mrs_box = {
+ .bbx = {{ -0.5f, -0.25f, -0.25f }, { 0.5f, 0.25f, 0.25f }}
+};
-static int reset_player( int argc, char const *argv[] )
+teleport_gate gate_a = {
+ .co = { 0.0f, -3.0f, -15.0f },
+ .q = { 0.0f, 0.0f, 0.0f, 1.0f }
+},
+gate_b = {
+ .co = { -8.0f, -3.0f, -17.0f },
+ .q = { 0.0f, 0.0f, 0.0f, 1.0f }
+};
+#endif
+
+static int playermodel( int argc, char const *argv[] )
{
- v3_zero( player.co );
- v3_copy( (v3f){ 0.0f, 0.0f, -0.2f }, player.v );
- q_identity( player.rot );
- player.vswitch = 1.0f;
- player.slip_last = 0.0f;
+ if( argc < 1 ) return 0;
+
+ glmesh old_mesh = player.mdl.mesh;
- player_transform_update();
- return 0;
-}
+ if( character_load( &player.mdl, argv[0] ) )
+ mesh_free( &old_mesh );
-void vg_register(void)
-{
- scene_register();
+ return 1;
}
void vg_start(void)
{
- vg_tex2d_init( texture_list, vg_list_size( texture_list ) );
-
vg_convar_push( (struct vg_convar){
.name = "freecam",
.data = &freecam,
.persistent = 1
});
- vg_convar_push( (struct vg_convar){
- .name = "debugsdf",
- .data = &debugsdf,
- .data_type = k_convar_dtype_i32,
- .opt_i32 = { .min=0, .max=1, .clamp=1 },
- .persistent = 1
- });
-
- vg_convar_push( (struct vg_convar){
- .name = "phys",
- .data = &sv_phys,
- .data_type = k_convar_dtype_i32,
- .opt_i32 = { .min=0, .max=1, .clamp=1 },
- .persistent = 1
- });
-
- vg_convar_push( (struct vg_convar){
- .name = "thirdperson",
- .data = &thirdperson,
- .data_type = k_convar_dtype_i32,
- .opt_i32 = { .min=0, .max=1, .clamp=1 },
- .persistent = 1
- });
-
vg_function_push( (struct vg_cmd){
.name = "reset",
.function = reset_player
});
-
- v3f lightDir = { 0.1f, 0.8f, 0.2f };
- v3_normalize( lightDir );
-
- /* Unpack player */
- model *char_dev = vg_asset_read( "models/char_dev.mdl" );
- model_unpack( char_dev, &player.mesh );
- player.legl = *submodel_get( char_dev, "legl" );
- player.legu = *submodel_get( char_dev, "legu" );
- player.board = *submodel_get( char_dev, "skateboard" );
- player.torso = *submodel_get( char_dev, "torso" );
- player.wheels = *submodel_get( char_dev, "wheels" );
- player.foot = *submodel_get( char_dev, "foot" );
-
- /* new model */
- player.leg_r0 = *submodel_get( char_dev, "leg_r0" );
- player.leg_r1 = *submodel_get( char_dev, "leg_r1" );
- player.foot_r = *submodel_get( char_dev, "foot_r" );
- player.leg_l0 = *submodel_get( char_dev, "leg_l0" );
- player.leg_l1 = *submodel_get( char_dev, "leg_l1" );
- player.foot_l = *submodel_get( char_dev, "foot_l" );
- player.arm_r0 = *submodel_get( char_dev, "arm_r0" );
- player.arm_r1 = *submodel_get( char_dev, "arm_r1" );
- player.hand_r = *submodel_get( char_dev, "hand_r" );
- player.arm_l0 = *submodel_get( char_dev, "arm_l0" );
- player.arm_l1 = *submodel_get( char_dev, "arm_l1" );
- player.hand_l = *submodel_get( char_dev, "hand_l" );
- player.body = *submodel_get( char_dev, "body" );
- player.head = *submodel_get( char_dev, "head" );
- free(char_dev);
-
- /* temp */
- model *cement_model = vg_asset_read("models/cement_r1.mdl" );
- model_unpack( cement_model, &world.cement );
- free( cement_model );
-
- /* Setup scene */
- scene_init( &world.geo );
- scene_init( &world.detail );
- scene_init( &world.foliage );
-
- model *mworld = vg_asset_read( "models/free_dev.mdl" );
- model *mtest = vg_asset_read( "models/test.mdl" );
-
- model *msky = vg_asset_read( "models/skydome.mdl" );
- model_unpack( msky, &world.skydome );
- free( msky );
-
- scene_add_model( &world.geo, mworld, submodel_get( mworld, "terrain" ),
- (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
- scene_copy_slice( &world.geo, &world.terrain );
-
- scene_add_model( &world.geo, mworld, submodel_get( mworld, "terrain_rocks" ),
- (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
- scene_copy_slice( &world.geo, &world.terrain_rocks );
-
- submodel *ptree = submodel_get( mtest, "tree" ),
- *pt_groundcover[] =
- {
- submodel_get( mtest, "bush" ),
- submodel_get( mtest, "bush" ),
- submodel_get( mtest, "blubber" ),
- };
-
- /* Sprinkle some trees in the terrain areas */
- v3f range;
- v3_sub( world.geo.bbx[1], world.geo.bbx[0], range );
-
-#ifdef VG_RELEASE
- int const ktree_count = 8000,
- kfoliage_count = 200000;
-#else
- int const ktree_count = 200,
- kfoliage_count = 0;
-#endif
-
- for( int i=0; i<ktree_count; i++ )
- {
- v3f pos = { vg_randf(), 0.0f, vg_randf() },
- norm;
-
- v3_muladd( world.geo.bbx[0], pos, range, pos );
-
- if( sample_scene_height( &world.geo, pos, norm ) )
- {
- if( v3_dot( norm, (v3f){ 0.0f, 1.0f, 0.0f } ) > 0.9f )
- {
- scene_add_model( &world.foliage, mtest, ptree,
- pos, vg_randf() * VG_TAUf, vg_randf() * 0.5f + 0.5f );
- }
- }
- }
-
- for( int i=0; i<kfoliage_count; i++ )
- {
- v3f pos = { vg_randf(), 0.0f, vg_randf() },
- norm;
-
- v3_muladd( world.geo.bbx[0], pos, range, pos );
-
- if( sample_scene_height( &world.geo, pos, norm ) )
- {
- if( v3_dot( norm, (v3f){ 0.0f, 1.0f, 0.0f } ) > 0.7f )
- {
- scene_add_model( &world.foliage, mtest,
- pt_groundcover[rand()%vg_list_size(pt_groundcover)],
- pos, vg_randf() * VG_TAUf, vg_randf() * 0.5f + 0.5f );
- }
- }
- }
-
- scene_add_model( &world.geo, mworld, submodel_get( mworld, "road" ),
- (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
- scene_copy_slice( &world.geo, &world.terrain_road );
-
- scene_add_model( &world.detail, mworld, submodel_get( mworld, "art" ),
- (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
-
- free( mtest );
- free( mworld );
-
- scene_compute_occlusion( &world.foliage );
-
- scene_upload( &world.foliage );
- scene_upload( &world.geo );
- scene_upload( &world.detail );
-
- reset_player( 0, NULL );
- player_transform_update();
-}
-
-static float ktimestep = 1.0f/60.0f;
-
-static void player_freecam(void)
-{
- m4x3f cam_rot;
- m4x3_identity( cam_rot );
- m4x3_rotate_y( cam_rot, -player.look_dir[0] );
- m4x3_rotate_x( cam_rot, -player.look_dir[1] );
-
- v3f lookdir = { 0.0f, 0.0f, -1.0f },
- sidedir = { 1.0f, 0.0f, 0.0f };
-
- m4x3_mulv( cam_rot, lookdir, lookdir );
- m4x3_mulv( cam_rot, sidedir, sidedir );
-
- float movespeed = 5.0f;
- static v2f mouse_last,
- view_vel = { 0.0f, 0.0f };
-
- static v3f move_vel = { 0.0f, 0.0f, 0.0f };
-
- if( vg_get_button_down( "primary" ) )
- v2_copy( vg_mouse, mouse_last );
- else if( vg_get_button( "primary" ) )
- {
- v2f delta;
- v2_sub( vg_mouse, mouse_last, delta );
- v2_copy( vg_mouse, mouse_last );
-
- v2_muladds( view_vel, delta, 0.005f, view_vel );
- }
-
- v2_muls( view_vel, 0.75f, view_vel );
- v2_add( view_vel, player.look_dir, player.look_dir );
- player.look_dir[1] =
- vg_clampf( player.look_dir[1], -VG_PIf*0.5f, VG_PIf*0.5f );
-
- if( vg_get_button( "forward" ) )
- v3_muladds( move_vel, lookdir, ktimestep * movespeed, move_vel );
- if( vg_get_button( "back" ) )
- v3_muladds( move_vel, lookdir, ktimestep *-movespeed, move_vel );
- if( vg_get_button( "left" ) )
- v3_muladds( move_vel, sidedir, ktimestep *-movespeed, move_vel );
- if( vg_get_button( "right" ) )
- v3_muladds( move_vel, sidedir, ktimestep * movespeed, move_vel );
-
- v3_muls( move_vel, 0.75f, move_vel );
- v3_add( move_vel, player.view, player.view );
-
-}
-
-static void apply_gravity( v3f vel, float const timestep )
-{
- v3f gravity = { 0.0f, -9.6f, 0.0f };
- v3_muladds( vel, gravity, timestep, vel );
-}
-
-static void player_physics_ground(void)
-{
- /*
- * Getting surface collision points,
- * the contact manifold is a triangle for simplicity.
- */
- v3f contact_front, contact_back, fwd, fwd1, contact_norm, vup, vside,
- axis;
-
- m3x3_mulv( player.to_world, (v3f){0.0f,0.0f,-1.0f}, fwd );
- m4x3_mulv( player.to_world, (v3f){ 0.15f,0.0f,-1.0f}, contact_norm );
- m4x3_mulv( player.to_world, (v3f){-0.15f,0.0f,-1.0f}, contact_front );
- m4x3_mulv( player.to_world, (v3f){ 0.00f,0.0f, 1.0f}, contact_back );
- m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, vup );
- m3x3_mulv( player.to_world, (v3f){1.0f,0.0f,0.0f}, vside );
-
- int all_contacting =
- sample_scene_height( &world.geo, contact_front, NULL ) &&
- sample_scene_height( &world.geo, contact_back, NULL ) &&
- sample_scene_height( &world.geo, contact_norm, NULL );
-
- if( !all_contacting )
- {
- player.in_air = 1;
- return;
- }
-
- v3f norm;
- v3f v0, v1;
- v3_sub( contact_norm, contact_front, v0 );
- v3_sub( contact_back, contact_front, v1 );
- v3_cross( v1, v0, norm );
- v3_normalize( norm );
-
- vg_line( contact_norm, contact_front, 0xff00ff00 );
- vg_line( contact_back, contact_front, 0xff0000ff );
-
- /* Surface alignment */
- float angle = v3_dot( vup, norm );
- v3_cross( vup, norm, axis );
-
- if( angle < 0.999f )
- {
- v4f correction;
- q_axis_angle( correction, axis, acosf(angle) );
- q_mul( correction, player.rot, player.rot );
- }
-
- float resistance = v3_dot( norm, player.v );
-
- if( resistance >= 0.0f )
- {
- player.in_air = 1;
- return;
- }
- else
- {
- v3_muladds( player.v, norm, -resistance, player.v );
- }
-
- /* This is where velocity integration used to be */
-
- float slip = 0.0f;
-
- player.co[1] = (contact_front[1]+contact_back[1])*0.5f;
-
- v3f vel;
- m3x3_mulv( player.to_local, player.v, vel );
-
- /* Calculate local forces */
-
- slip = (-vel[0] / vel[2]) * player.vswitch;
- if( fabsf( slip ) > 1.2f )
- slip = vg_signf( slip ) * 1.2f;
- player.slip = slip;
-
-#if 0
- if( player.slip_last*slip < 0.0f && fabsf(slip) > 0.7f )
- {
- vg_warn( "SWITCH\n" );
- player.vswitch = -player.vswitch;
- slip = -slip;
- }
-
- player.slip_last = slip;
-#endif
-
- float substep = ktimestep * 0.2f;
-
- for( int i=0; i<5; i++ )
- {
- if( fabsf(vel[2]) >= 0.02f*substep )
- vel[2] += vg_signf( vel[2] ) * -0.02f * substep;
- if( fabsf(vel[0]) >= 7.0f*substep )
- vel[0] += vg_signf( vel[0] ) * -7.0f * substep;
- }
-
- m3x3_mulv( player.to_world, vel, player.v );
-
- if( vg_get_button( "yawl" ) )
- player.iY += 3.6f * ktimestep;
- if( vg_get_button( "yawr" ) )
- player.iY -= 3.6f * ktimestep;
-
- float steer = vg_get_axis( "horizontal" );
- player.iY -= vg_signf(steer)*powf(steer,2.0f) * 1.5f * ktimestep;
-}
-
-static void player_physics_air(void)
-{
- v3f ground_pos, ground_norm;
- v3_copy( player.co, ground_pos );
-
- if( sample_scene_height( &world.geo, ground_pos, ground_norm ) )
- {
- if( ground_pos[1] > player.co[1] )
- {
- player.in_air = 0;
- return;
- }
- }
-
- /* Prediction
- *
- * TODO: Find best landing surface and guide player towords it
- */
- float pstep = ktimestep*10.0f;
-
- v3f pco, pco1, pv;
- v3_copy( player.co, pco );
- v3_copy( player.v, pv );
-
- v3f targetn;
- for( int i=0; i<50; i++ )
- {
- v3_copy( pco, pco1 );
- apply_gravity( pv, pstep );
- v3_muladds( pco, pv, pstep, pco );
-
- vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff );
-
- v3f sh;
- v3_copy( pco, sh );
- int hit = sample_scene_height( &world.geo, sh, targetn );
-
- if( sh[1] >= pco[1] && hit )
- {
- v3f localup;
- m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, localup );
-
- float angle = v3_dot( localup, targetn );
- v3f axis;
- v3_cross( localup, targetn, axis );
-
- if( angle < 0.99f )
- {
- v4f correction;
- q_axis_angle( correction, axis, acosf(angle)*0.01f );
- q_mul( correction, player.rot, player.rot );
- }
- break;
- }
- }
-
- player.iY -= vg_get_axis( "horizontal" ) * 3.6f * ktimestep;
-}
-
-static void player_animate(void);
-static void player_update(void)
-{
- /* temp */
- if( freecam )
- {
- player_freecam();
- return;
- }
-
- if( vg_get_axis("grabl")>0.0f)
- reset_player(0,NULL);
- if( vg_get_button( "forward" ) )
- {
- v3f dir = { 0.0f, 0.0f, -1.0f };
-
- m3x3_mulv( player.to_world, dir, dir );
- v3_muladds( player.v, dir, 5.0f * ktimestep, player.v );
- }
-
- float horizontal = vg_get_axis("horizontal"),
- vertical = vg_get_axis("vertical");
-
- player.joy_l[0] = vg_signf(horizontal) * powf( horizontal, 2.0f );
- player.joy_l[1] = vg_signf(vertical) * powf( vertical, 2.0f );
-
- /* Integrate velocity */
- if( sv_phys )
- {
- apply_gravity( player.v, ktimestep );
- v3_muladds( player.co, player.v, ktimestep, player.co );
- }
-
- /* Integrate inertia */
- v4f rotate; v3f vup = {0.0f,1.0f,0.0f};
- m3x3_mulv( player.to_world, vup, vup );
-
- q_axis_angle( rotate, vup, player.iY );
- q_mul( rotate, player.rot, player.rot );
-
- player.look_dir[0] = atan2f( player.v[0], -player.v[2] );
- player.look_dir[1] = atan2f( -player.v[1], sqrtf(player.v[0]*player.v[0]+
- player.v[2]*player.v[2]) ) * 0.3f;
+ vg_tex2d_init( texture_list, vg_list_size( texture_list ) );
- player.iY = 0.0f; /* temp */
+ render_init();
+ gate_init();
+ terrain_init();
+ character_init();
- if( player.in_air )
- player_physics_air();
+ character_load( &player.mdl, "ch_default" );
+ character_init_ragdoll( &player.mdl );
- if( !player.in_air )
- player_physics_ground();
-
- /* Camera and character */
+ world_load();
+ reset_player( 1, (const char *[]){ "tutorial" } );
player_transform_update();
- q_normalize(player.rot);
- player_animate();
}
void vg_update(void)
{
player_update();
-
- /* Creating a skeleton of the player dynamically */
-
-
- #if 0
- player.handl_target[0] = head[0] + 0.2f;
- player.handl_target[1] = head[1] - 0.8f*(1.0f-fabsf(slip));
- player.handl_target[2] = head[2] + 0.2f + 0.7f*fabsf(slip);
-
- player.handr_target[0] = head[0] + 0.2f;
- player.handr_target[1] = head[1] - 0.8f*(1.0f-fabsf(slip));
- player.handr_target[2] = head[2] - (0.2f + 0.7f*fabsf(slip));
-
- if( vg_maxf(lslip,grab) > 0.5f )
- {
- if( player.slip < 0.0f && player.in_air )
- {
- player.handl_target[0] = 0.15f;
- player.handl_target[1] = 0.1f;
- player.handl_target[2] = 0.4f;
- }
- else
- {
- player.handr_target[0] = 0.15f;
- player.handr_target[1] = 0.1f;
- player.handr_target[2] = -0.4f;
- }
-
- if( grab > 0.5f )
- {
- player.handr_target[0] = -0.15f;
- player.handr_target[1] = 0.1f;
- player.handr_target[2] = 0.4f;
- }
- }
-
- #endif
-}
-
-static void player_animate(void)
-{
- /* Camera position */
- static v3f last_vel = { 0.0f, 0.0f, 0.0f };
- static v3f momentum, bob;
-
- v3_sub( player.v, last_vel, player.a );
- v3_copy( player.v, last_vel );
-
- v3_add( momentum, player.a, momentum );
- v3_lerp( momentum, (v3f){0.0f,0.0f,0.0f}, 0.1f, momentum );
- v3f target;
-
- momentum[0] = vg_clampf( momentum[0], -2.0f, 2.0f );
- momentum[1] = vg_clampf( momentum[1], -0.2f, 5.0f );
- momentum[2] = vg_clampf( momentum[2], -2.0f, 2.0f );
- v3_copy( momentum, target );
- v3_lerp( bob, target, 0.2f, bob );
-
- /* Head */
- float lslip = fabsf(player.slip); //vg_minf( 0.4f, slip );
-
- float grabt = vg_get_axis( "grabr" )*0.5f+0.5f;
- player.grab = vg_lerpf( player.grab, grabt, 0.04f );
-
- float kheight = 1.8f,
- kleg = 0.6f;
-
- v3f head;
- head[0] = 0.0f;
- head[1] = (0.3f+cosf(lslip)*0.5f*(1.0f-player.grab*0.7f)) * kheight;
- head[2] = 0.0f;
-
- v3f offset;
- m3x3_mulv( player.to_local, bob, offset );
-
- offset[0] *= 0.3333f;
- offset[1] *= -0.25f;
- offset[2] *= 0.7f;
- v3_muladds( head, offset, 0.7f, head );
- head[1] = vg_clampf( head[1], 0.3f, kheight );
-
- m4x3_mulv( player.to_world, head, head );
-
- v3_copy( head, player.view );
-
- /* New board transformation */
- v4f board_rotation; v3f board_location;
-
- /* TODO: Move this out of animate into update */
- v2_lerp( player.board_xy, (v2f){ vg_get_axis("h1"), vg_get_axis("v1") },
- ktimestep*3.0f, player.board_xy );
-
- v4f rz, rx;
- q_axis_angle( rz, (v3f){ 0.0f, 0.0f, 1.0f }, player.board_xy[0] );
- q_axis_angle( rx, (v3f){ 1.0f, 0.0f, 0.0f }, player.board_xy[1] );
- q_mul( rx, rz, board_rotation );
-
- q_m3x3( board_rotation, player.mboard );
- m3x3_mulv( player.mboard, (v3f){ 0.0f, -0.5f, 0.0f }, board_location );
- v3_add( (v3f){0.0f,0.5f,0.0f}, board_location, board_location );
-
- m3x3_mul( player.to_world, player.mboard, player.mboard );
- m4x3_mulv( player.to_world, board_location, player.mboard[3] );
-
-
- /* In the air, the dude should grab with the side thats highest,
- * while also sliding the same foot downwards a bit */
-
- float foot_l = 0.3f,
- foot_r = -0.4f;
-
- player.handl_target[0] = 0.0f;
- player.handl_target[1] = 0.0f;
- player.handl_target[2] = 0.6f;
-
- player.handr_target[0] = 0.0f;
- player.handr_target[1] = 0.0f;
- player.handr_target[2] = -0.6f;
- if( 1||player.in_air )
- {
- float tuck = player.board_xy[1],
- tuck_amt = fabsf( tuck ) * (1.0f-fabsf(player.board_xy[0]));
-
- if( tuck < 0.0f )
- {
- foot_l *= 1.0f-tuck_amt*1.5f;
-
- if( player.grab > 0.1f )
- {
- m4x3_mulv( player.mboard, (v3f){0.1f,0.14f,0.6f},
- player.handl_target );
- m4x3_mulv( player.to_local,
- player.handl_target, player.handl_target );
- }
- }
- else
- {
- foot_r *= 1.0f-tuck_amt*1.4f;
-
- if( player.grab > 0.1f )
- {
- m4x3_mulv( player.mboard, (v3f){0.1f,0.14f,-0.6f},
- player.handr_target );
- m4x3_mulv( player.to_local,
- player.handr_target, player.handr_target );
- }
- }
- }
- else
- {
- }
-
- m3x3_copy( player.mboard, player.mfoot_l );
- m4x3_mulv( player.mboard, (v3f){ 0.0f,0.16f,foot_l }, player.mfoot_l[3] );
-
- m3x3_copy( player.mboard, player.mfoot_r );
- m4x3_mulv( player.mboard, (v3f){ 0.0f,0.16f,foot_r }, player.mfoot_r[3] );
-
- float const kleg_upper = 0.53f,
- kleg_lower = 0.5f,
- karm_ratio = 0.75f,
- karm_upper = kleg_upper*karm_ratio,
- karm_lower = kleg_lower*karm_ratio;
-
- /* Create IK targets */
- struct ik_basic ik_leg_l = { .l1 = kleg_upper, .l2 = kleg_lower },
- ik_leg_r = { .l1 = kleg_upper, .l2 = kleg_lower },
- ik_arm_l = { .l1 = karm_upper, .l2 = karm_lower },
- ik_arm_r = { .l1 = karm_upper, .l2 = karm_lower };
-
- v3f butt, fwd;
- v4f hip_rotation;
-
- /* create hip rotation */
- q_axis_angle( hip_rotation, (v3f){0.0f,1.0f,0.0f}, sinf(vg_time) );
- q_m3x3( hip_rotation, player.mbutt );
- m3x3_mul( player.to_world, player.mbutt, player.mbutt );
-
- /* offset */
- m3x3_mulv( player.to_world, (v3f){ 0.2f,-0.55f,0.0f}, butt );
- v3_add( butt, player.view, butt );
- v3_copy( butt, player.mbutt[3] );
-
- m4x3_mulv( player.mbutt, (v3f){0.0f,0.0f,-0.1f}, ik_leg_r.base );
- m4x3_mulv( player.mbutt, (v3f){0.0f,0.0f, 0.1f}, ik_leg_l.base );
-
- m4x3_mulv( player.mboard, (v3f){ 0.0f,0.16f, foot_r }, ik_leg_r.end );
- m4x3_mulv( player.mboard, (v3f){ 0.0f,0.16f, foot_l }, ik_leg_l.end );
- m4x3_mulv( player.mboard, (v3f){ -0.6f,0.50f,-0.40f }, ik_leg_r.pole );
- m4x3_mulv( player.mboard, (v3f){ -0.6f,0.50f, 0.35f }, ik_leg_l.pole );
-
- /* Compute IK */
- ik_basic( &ik_leg_r, player.mleg_r, player.mknee_r );
- ik_basic( &ik_leg_l, player.mleg_l, player.mknee_l );
-
- /* Arms */
- v3f hl, hr, neckl = {0.0f, 0.5f, 0.2f},
- neckr = {0.0f, 0.5f,-0.2f};
-
- m4x3_mulv( player.mbutt, neckl, ik_arm_l.base );
- m4x3_mulv( player.mbutt, neckr, ik_arm_r.base );
-
- v3_lerp( player.handl, player.handl_target, 0.1f, player.handl );
- v3_lerp( player.handr, player.handr_target, 0.1f, player.handr );
-
- m4x3_mulv( player.to_world, player.handl, ik_arm_l.end );
- m4x3_mulv( player.to_world, player.handr, ik_arm_r.end );
- m4x3_mulv( player.to_world, (v3f){ 0.6f,0.7f, 0.4f }, ik_arm_l.pole );
- m4x3_mulv( player.to_world, (v3f){ 0.6f,0.7f,-0.35f }, ik_arm_r.pole );
-
- ik_basic( &ik_arm_l, player.marm_l, player.melbow_l );
- ik_basic( &ik_arm_r, player.marm_r, player.melbow_r );
-
- if( thirdperson )
- {
- v3f nv;
- v3_copy( player.v, nv );
- v3_normalize( nv );
- v3_muladds( player.view, nv, -3.0f, player.view );
- }
}
-static void draw_player(void)
+static void vg_framebuffer_resize( int w, int h )
{
- mesh_bind( &player.mesh );
-
- /* Draw */
- vg_tex2d_bind( &tex_grid, 0 );
- scene_tree_sway = 0.0f;
-
- mesh_bind( &player.mesh );
- m4x4f mat;
-
- SHADER_USE(shader_standard_lit);
-
- glUniformMatrix4fv( SHADER_UNIFORM( shader_standard_lit, "uPv" ),
- 1, GL_FALSE, (float *)vg_pv );
- glUniform1i( SHADER_UNIFORM( shader_standard_lit, "uTexMain" ), 0 );
- vg_tex2d_bind( &tex_grid, 0 );
-
- GLint kuMdl = SHADER_UNIFORM( shader_standard_lit, "uMdl" );
-
- float kscale = 0.7f;
- glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"),
- 0.35f*kscale,0.35f*kscale,0.35f*kscale,1.0f );
-
- glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mboard );
- submodel_draw( &player.board );
-
- glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"),
- 0.7f*kscale,0.7f*kscale,0.7f*kscale,1.0f );
- submodel_draw( &player.wheels );
-
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE);
- glBlendEquation(GL_FUNC_ADD);
- glDisable( GL_DEPTH_TEST );
- glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"),
- 0.2f*kscale,0.8f*kscale,0.4f*kscale,0.14f );
-
- glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mfoot_l );
- submodel_draw( &player.foot_l );
- glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mfoot_r );
- submodel_draw( &player.foot_r );
-
- glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mleg_l );
- submodel_draw( &player.leg_l0 );
-
- glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mknee_l );
- submodel_draw( &player.leg_l1 );
-
- glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mleg_r );
- submodel_draw( &player.leg_r0 );
-
- glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mknee_r );
- submodel_draw( &player.leg_r1 );
-
- /* arms */
- glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.marm_l );
- submodel_draw( &player.arm_l0 );
-
- glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.melbow_l );
- submodel_draw( &player.arm_l1 );
-
- glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.marm_r );
- submodel_draw( &player.arm_r0 );
-
- glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.melbow_r );
- submodel_draw( &player.arm_r1 );
-
- /* body */
- glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mbutt );
- submodel_draw( &player.body );
-
- glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"),
- 0.2f*kscale,0.2f*kscale,0.2f*kscale,0.14f );
- submodel_draw( &player.head );
-
- glDisable(GL_BLEND);
- glEnable( GL_DEPTH_TEST );
+ render_fb_resize();
+ gate_fb_resize();
+ water_fb_resize();
}
void vg_render(void)
{
+ glBindFramebuffer( GL_FRAMEBUFFER, 0 );
glViewport( 0,0, vg_window_x, vg_window_y );
glDisable( GL_DEPTH_TEST );
- glClearColor( 0.1f, 0.0f, 0.2f, 1.0f );
- glClearColor(141.0f/255.0f, 176.0f/255.0f, 215.0f/255.0f,1.0f);
+ glClearColor( 0.11f, 0.35f, 0.37f, 1.0f );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
- v3f pos_inv;
- v3_negate( player.view, pos_inv );
-
- float speed = v3_length( player.v );
+ float speed = freecam? 0.0f: v3_length( player.v );
v3f shake = { vg_randf()-0.5f, vg_randf()-0.5f, vg_randf()-0.5f };
v3_muls( shake, speed*0.01f, shake );
- static v2f look_lerped = {0.0f,0.0f};
- v2_lerp( look_lerped, player.look_dir, 0.03f, look_lerped );
+ if( player.is_dead )
+ {
+#if 0
+ v3f delta;
+ v3_sub( player.mdl.ragdoll[k_chpart_head].co, player.follow, delta );
+ v3_normalize(delta);
- m4x3_identity( world_matrix );
- m4x3_rotate_x( world_matrix,
- freecam? look_lerped[1]: 0.6f+shake[1]*0.04f+look_lerped[1] );
+ v3f follow_pos;
+ v3_muladds( player.mdl.ragdoll[k_chpart_head].co, delta,
+ -1.5f, follow_pos );
+ v3_lerp( player.follow, follow_pos, 0.1f, player.follow );
+ v3_negate( player.follow, final );
+
+
+ float yaw = atan2f( delta[0], -delta[2] );
+ float pitch = asinf( delta[1] );
+ m4x3_rotate_x( world_matrix, -pitch );
+ m4x3_rotate_y( world_matrix, yaw );
+#endif
+ }
+ else
+ {
+ }
- m4x3_rotate_y( world_matrix, look_lerped[0]+shake[0]*0.02f );
- m4x3_translate( world_matrix, pos_inv );
-
m4x4f world_4x4;
- m4x3_expand( world_matrix, world_4x4 );
- m4x4_projection( vg_pv,
- freecam? 90.0f: 130.0f,
+ m4x3_expand( player.camera_inverse, world_4x4 );
+
+ gpipeline.fov = freecam? 60.0f: 120.0f;
+ m4x4_projection( vg_pv, gpipeline.fov,
(float)vg_window_x / (float)vg_window_y,
- 0.01f, 1000.0f );
+ 0.025f, 1000.0f );
+
m4x4_mul( vg_pv, world_4x4, vg_pv );
vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 1.0f, 0.0f, 0.0f }, 0xffff0000 );
glEnable( GL_DEPTH_TEST );
- scene_foliage_shader_use();
- m4x3f temp1;
- m4x3_identity( temp1 );
- glUniformMatrix4x3fv( SHADER_UNIFORM( shader_debug_vcol, "uMdl" ),
- 1, GL_FALSE, (float *)temp1 );
-
- vg_tex2d_bind( &tex_norwey, 0 );
- scene_tree_sway = 0.1f;
-
- scene_bind( &world.foliage );
- scene_draw( &world.foliage );
- if( debugsdf )
- scene_debugsdf( &world.foliage );
-
- SHADER_USE(shader_unlit);
- m4x3f temp2;
- m4x3_identity(temp2);
- //m4x4_translate( temp2, player.co );
- glUniformMatrix4x3fv( SHADER_UNIFORM( shader_unlit, "uMdl" ),
- 1, GL_FALSE, (float *)temp2 );
- glUniformMatrix4fv( SHADER_UNIFORM( shader_unlit, "uPv" ),
- 1, GL_FALSE, (float *)vg_pv );
+ /*
+ * Draw world
+ */
- glUniform1i( SHADER_UNIFORM( shader_unlit, "uTexMain" ), 0 );
- vg_tex2d_bind( &tex_sky, 0 );
+ render_world( vg_pv, player.camera );
+ render_water_texture( player.camera );
- mesh_bind( &world.skydome );
- mesh_draw( &world.skydome );
+ glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+ render_water_surface( vg_pv );
#if 0
- vg_tex2d_bind( &tex_cement, 0 );
- mesh_bind( &world.cement );
- mesh_draw( &world.cement );
+ vg_tex2d_bind( &tex_water, 1 );
+ render_gate( &gate_a, cam_transform );
#endif
- SHADER_USE(shader_standard_lit);
-
- glUniformMatrix4fv( SHADER_UNIFORM( shader_standard_lit, "uPv" ),
- 1, GL_FALSE, (float *)vg_pv );
- glUniform1i( SHADER_UNIFORM( shader_standard_lit, "uTexMain" ), 0 );
- glUniformMatrix4x3fv( SHADER_UNIFORM( shader_standard_lit, "uMdl" ),
- 1, GL_FALSE, (float *)temp1 );
+
+ /* Copy the RGB of what we have into the background buffer */
+ glBindFramebuffer( GL_READ_FRAMEBUFFER, 0 );
+ glBindFramebuffer( GL_DRAW_FRAMEBUFFER, gpipeline.fb_background );
+ glBlitFramebuffer( 0,0, vg_window_x, vg_window_y,
+ 0,0, vg_window_x, vg_window_y,
+ GL_COLOR_BUFFER_BIT,
+ GL_LINEAR );
+
+ /* Clear out the colour buffer, but keep depth */
+ glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+ glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
- vg_tex2d_bind( &tex_grid, 0 );
+ if( !player.is_dead )
+ glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
+ else
+ glClear( GL_COLOR_BUFFER_BIT );
- scene_bind( &world.geo );
-#if 1
- glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"),
- 0.2f,0.36f,0.25f,1.0f );
- submodel_draw( &world.terrain );
+ draw_player();
- glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"),
- 0.2f,0.2f,0.21f,1.0f );
- submodel_draw( &world.terrain_rocks );
- glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"),
- 0.4f,0.4f,0.4f,1.0f );
- submodel_draw( &world.terrain_road );
-#endif
+ /* Draw back in the background */
+ glEnable(GL_BLEND);
+ glDisable(GL_DEPTH_TEST);
+ glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
+ glBlendEquation(GL_FUNC_ADD);
- scene_bind( &world.detail );
- scene_draw( &world.detail );
+ shader_blit_use();
+ shader_blit_uTexMain( 0 );
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background );
- draw_player();
+ render_fsquad();
+ glDisable(GL_BLEND);
+ /* Other shite */
glDisable( GL_DEPTH_TEST );
vg_lines_drawall( (float *)vg_pv );
/* Debugger camera */
+#if 0
glViewport( 0,0, 800, 800 );
glClearColor( 0.1f, 0.0f, 0.2f, 1.0f );
glClear( GL_DEPTH_BUFFER_BIT );
m4x4_projection( vg_pv,
100.0f,
(float)128.0f / (float)128.0f,
- 0.01f, 1000.0f );
+ 0.1f, 1000.0f );
m4x4_mul( vg_pv, world_4x4, vg_pv );
if(sv_debugcam)
{
glEnable( GL_DEPTH_TEST );
-
draw_player();
}
+#endif
glDisable( GL_DEPTH_TEST );
vg_lines_drawall( (float *)vg_pv );
snprintf( buf, 20, "%.2f %.2f %.2f m/s",
player.a[0], player.a[1], player.a[2] );
-
gui_text( (ui_px [2]){ 0, 20 }, buf, 1, k_text_align_left );
+ snprintf( buf, 20, "pos %.2f %.2f %.2f",
+ player.co[0], player.co[1], player.co[2] );
+ gui_text( (ui_px [2]){ 0, 40 }, buf, 1, k_text_align_left );
+
if( vg_gamepad_ready )
{
for( int i=0; i<6; i++ )
{
snprintf( buf, 20, "%.2f", vg_gamepad.axes[i] );
- gui_text( (ui_px [2]){ 0, (i+2)*20 }, buf, 1, k_text_align_left );
+ gui_text( (ui_px [2]){ 0, (i+3)*20 }, buf, 1, k_text_align_left );
}
}
else
{
- gui_text( (ui_px [2]){ 0, 40 },
+ gui_text( (ui_px [2]){ 0, 60 },
"Gamepad not ready", 1, k_text_align_left );
}
}