.flags = VG_TEXTURE_CLAMP };
vg_tex2d tex_cement = { .path = "textures/cement512.qoi" };
vg_tex2d tex_pallet = { .path = "textures/ch_gradient.qoi" };
-
-vg_tex2d *texture_list[] =
-{
- &tex_norwey,
- &tex_gradients,
- &tex_grid,
- &tex_sky,
- &tex_cement,
- &tex_pallet
-};
-
-SHADER_DEFINE( shader_blit,
- "layout (location=0) in vec2 a_co;"
- "out vec2 aUv;"
- ""
- "void main()"
- "{"
- "gl_Position = vec4(a_co*2.0-1.0,0.0,1.0);"
- "aUv = a_co;"
- "}",
-
- /* Fragment */
- "out vec4 FragColor;"
- ""
- "uniform sampler2D uTexMain;"
- ""
- "in vec2 aUv;"
- ""
- "void main()"
- "{"
- "FragColor = texture( uTexMain, aUv );"
- "}"
- ,
- UNIFORMS({ "uTexMain" })
-)
+vg_tex2d tex_water = { .path = "textures/water.qoi" };
/* Convars */
static int freecam = 0;
#include "terrain.h"
#include "ragdoll.h"
#include "rigidbody.h"
+#include "render.h"
+#include "gate.h"
+#include "water.h"
+
+#include "shaders/blit.h"
+#include "shaders/standard.h"
+#include "shaders/unlit.h"
+
+void vg_register(void)
+{
+ shader_blit_register();
+ shader_standard_register();
+ shader_unlit_register();
+
+ terrain_register();
+ character_register();
+ water_register();
+ gate_register();
+}
+
+vg_tex2d *texture_list[] =
+{
+ &tex_norwey,
+ &tex_gradients,
+ &tex_grid,
+ &tex_sky,
+ &tex_cement,
+ &tex_pallet,
+ &tex_water,
+ &tex_water_surf
+};
int main( int argc, char *argv[] )
{
static struct gplayer
{
/* Physics */
- v3f co, v, a;
+ v3f co, v, a, v_last, m, bob;
v4f rot;
float vswitch, slip, slip_last,
reverse;
{
scene geo;
submodel sm_road, sm_terrain;
+ glmesh skybox;
v3f tutorial;
}
.bbx = {{ -0.5f, -0.25f, -0.25f }, { 0.5f, 0.25f, 0.25f }}
};
+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 }
+};
+
static void player_transform_update(void)
{
q_normalize( player.rot );
return 1;
}
-void vg_register(void)
+static void create_renderbuffer_std( GLuint *fb, GLuint *rgb, GLuint *rb )
{
- scene_register();
- character_shader_register();
- SHADER_INIT( shader_blit );
+ glGenFramebuffers( 1, fb );
+ glBindFramebuffer( GL_FRAMEBUFFER, *fb );
+
+ glGenTextures( 1, rgb );
+ glBindTexture( GL_TEXTURE_2D, *rgb );
+ glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, vg_window_x, vg_window_y,
+ 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
+
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
+ glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ GL_TEXTURE_2D, *rgb, 0);
+
+ /* TODO: Check for DEPTH32f availiblity and use if possible */
+
+ glGenRenderbuffers( 1, rb );
+ glBindRenderbuffer( GL_RENDERBUFFER, *rb );
+ glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH24_STENCIL8,
+ vg_window_x, vg_window_y );
+
+ glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
+ GL_RENDERBUFFER, *rb );
+}
+
+static void resize_renderbuffer_std( GLuint *fb, GLuint *rgb, GLuint *rb )
+{
+ glBindTexture( GL_TEXTURE_2D, *rgb );
+ glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, vg_window_x, vg_window_y, 0,
+ GL_RGB, GL_UNSIGNED_BYTE, NULL );
+
+ glBindRenderbuffer( GL_RENDERBUFFER, *rb );
+ glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH24_STENCIL8,
+ vg_window_x, vg_window_y );
}
void vg_start(void)
(v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
scene_copy_slice( &world.geo, &world.sm_terrain );
- v3_copy( submodel_get( mworld, "tutorial" )->pivot, world.tutorial );
+ v3_copy( model_marker_get( mworld, "mp_dev_tutorial" )->co, world.tutorial );
+
+
+ /* GATE DEV */
+ {
+ model_marker *ga = model_marker_get(mworld,"gate_a"),
+ *gb = model_marker_get(mworld,"gate_a_recv");
+
+ v3_copy( ga->co, gate_a.co );
+ v3_copy( gb->co, gate_b.co );
+ v4_copy( ga->q, gate_a.q );
+ v4_copy( gb->q, gate_b.q );
+ v2_copy( ga->s, gate_a.dims );
+ v2_copy( gb->s, gate_b.dims );
+
+ gate_a.other = &gate_b;
+ gate_b.other = &gate_a;
+
+ gate_transform_update( &gate_a );
+ gate_transform_update( &gate_b );
+ }
+
+ /* WATER DEV */
+ {
+ glmesh surf;
+ submodel *sm = submodel_get(mworld,"mp_dev_water");
+ model_unpack_submodel( mworld, &surf, sm );
+
+ water_init( create_renderbuffer_std );
+ water_set_surface( &surf, sm->pivot[1] );
+ }
+ {
+ model *msky = vg_asset_read("models/rs_skydome.mdl");
+ model_unpack( msky, &world.skybox );
+ free(msky);
+ }
free( mworld );
scene_upload( &world.geo );
bvh_create( &world.geo );
- reset_player( 0, NULL );
+ reset_player( 1, (const char *[]){ "tutorial" } );
player_transform_update();
/* Create framebuffers */
GL_TEXTURE_2D,
render.rgb_background, 0);
+ gate_init( create_renderbuffer_std );
+
{
float quad[] = { 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f,
0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f };
glGenVertexArrays( 1, &render.fsquad.vao );
glGenBuffers( 1, &render.fsquad.vbo );
- glGenBuffers( 1, &render.fsquad.ebo );
glBindVertexArray( render.fsquad.vao );
glBindBuffer( GL_ARRAY_BUFFER, render.fsquad.vbo );
glBufferData( GL_ARRAY_BUFFER, sizeof(quad), quad, GL_STATIC_DRAW );
v3f pco, pco1, pv;
v3_copy( player.co, pco );
v3_copy( player.v, pv );
+ v3_muladds( pco, pv, ktimestep, pco );
/*
* Try different 'rotations' of the velocity to find the best possible
m3x3_mulv( player.to_local, player.v, vel );
/* Calculate local forces */
+
+ if( fabsf(vel[2]) > 0.01f )
+ slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]);
- slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]);
if( fabsf( slip ) > 1.2f )
slip = vg_signf( slip ) * 1.2f;
player.slip = slip;
player.joy_l[0] = vg_signf(horizontal) * powf( horizontal, 2.0f );
player.joy_l[1] = vg_signf(vertical) * powf( vertical, 2.0f );
+ if( player.in_air )
+ player_physics_air();
+
+ if( !player.in_air )
+ player_physics_ground();
+
/* Integrate velocity */
+ v3f prevco;
+ v3_copy( player.co, prevco );
if( sv_phys )
{
apply_gravity( player.v, ktimestep );
q_axis_angle( rotate, vup, siY );
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;
-
player.iY = 0.0f; /* temp */
- if( player.in_air )
- player_physics_air();
+ /* GATE COLLISION */
+ if( gate_intersect( &gate_a, player.co, prevco ) )
+ {
+ teleport_gate *gate = &gate_a;
+
+ m4x3f transport;
+ m4x3_mul( gate->other->to_world, gate->to_local, transport );
+ m4x3_mulv( transport, player.co, player.co );
+ m3x3_mulv( transport, player.v, player.v );
+ m3x3_mulv( transport, player.v_last, player.v_last );
+ m3x3_mulv( transport, player.m, player.m );
+ m3x3_mulv( transport, player.bob, player.bob );
+
+ v4f transport_rotation;
+ m3x3_q( transport, transport_rotation );
+ q_mul( transport_rotation, player.rot, player.rot );
+ }
- if( !player.in_air )
- player_physics_ground();
-
/* Camera and character */
-
player_transform_update();
- q_normalize(player.rot);
player_animate();
+
+ 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;
}
void vg_update(void)
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_sub( player.v, player.v_last, player.a );
+ v3_copy( player.v, player.v_last );
- v3_add( momentum, player.a, momentum );
- v3_lerp( momentum, (v3f){0.0f,0.0f,0.0f}, 0.1f, momentum );
+ v3_add( player.m, player.a, player.m );
+ v3_lerp( player.m, (v3f){0.0f,0.0f,0.0f}, 0.1f, player.m );
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 );
+ player.m[0] = vg_clampf( player.m[0], -2.0f, 2.0f );
+ player.m[1] = vg_clampf( player.m[1], -0.2f, 5.0f );
+ player.m[2] = vg_clampf( player.m[2], -2.0f, 2.0f );
+ v3_copy( player.m, target );
+ v3_lerp( player.bob, target, 0.2f, player.bob );
/* Head */
float lslip = fabsf(player.slip); //vg_minf( 0.4f, slip );
head[2] = 0.0f;
v3f offset;
- m3x3_mulv( player.to_local, bob, offset );
+ m3x3_mulv( player.to_local, player.bob, offset );
offset[0] *= 0.3333f;
offset[1] *= -0.25f;
glBindTexture( GL_TEXTURE_2D, render.rgb_background );
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, w, h, 0,
GL_RGB, GL_UNSIGNED_BYTE, NULL );
+
+ gate_fb_resize( resize_renderbuffer_std );
+ water_fb_resize( resize_renderbuffer_std );
+}
+
+static void render_world( m4x4f projection )
+{
+ m4x3f identity_matrix;
+ m4x3_identity( identity_matrix );
+
+ shader_unlit_use();
+ shader_unlit_uPv( projection );
+ shader_unlit_uTexMain( 0 );
+ vg_tex2d_bind( &tex_sky, 0 );
+
+ glDepthMask(GL_FALSE);
+ glDisable(GL_DEPTH_TEST);
+
+ mesh_bind( &world.skybox );
+ mesh_draw( &world.skybox );
+
+ glEnable(GL_DEPTH_TEST);
+ glDepthMask(GL_TRUE);
+
+
+ shader_standard_use();
+ shader_standard_uPv( projection );
+ shader_standard_uMdl( identity_matrix );
+
+ vg_tex2d_bind( &tex_grid, 0 );
+ shader_standard_uTexMain( 0 );
+ shader_standard_uColour( (v4f){0.4f,0.4f,0.4f,1.0f} );
+
+ scene_bind( &world.geo );
+ scene_draw( &world.geo );
}
void vg_render(void)
glViewport( 0,0, vg_window_x, vg_window_y );
glDisable( GL_DEPTH_TEST );
- glClearColor( 0.1f, 0.0f, 0.2f, 1.0f );
- glClearColor(111.0f/255.0f, 46.0f/255.0f, 45.0f/255.0f,1.0f);
-
- glClearColor( powf(0.066f,1.0f/2.2f),
- powf(0.050f,1.0f/2.2f),
- powf(0.046f,1.0f/2.2f), 1.0f );
+ glClearColor( 0.11f, 0.35f, 0.37f, 1.0f );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
v3f pos_inv;
m4x4f world_4x4;
m4x3_expand( world_matrix, world_4x4 );
- m4x4_projection( vg_pv,
- freecam? 60.0f: 120.0f,
+
+ 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 );
+ 0.1f, 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 );
/*
* Draw world
*/
- SHADER_USE(shader_standard_lit);
- m4x3f identity_matrix;
- m4x3_identity( identity_matrix );
-
- glUniformMatrix4fv( SHADER_UNIFORM( shader_standard_lit, "uPv" ),
- 1, GL_FALSE, (float *)vg_pv );
- glUniformMatrix4x3fv( SHADER_UNIFORM( shader_standard_lit, "uMdl" ),
- 1, GL_FALSE, (float *)identity_matrix );
-
- vg_tex2d_bind( &tex_grid, 0 );
- glUniform1i( SHADER_UNIFORM( shader_standard_lit, "uTexMain" ), 0 );
-
- glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"),
- 0.4f,0.4f,0.4f,1.0f );
+ m4x3f cam_transform;
+ m4x3_invert_affine( world_matrix, cam_transform );
- scene_bind( &world.geo );
- scene_draw( &world.geo );
+ render_world( vg_pv );
+ render_water_texture( cam_transform );
-#if 0
- if( !replay_record )
- {
- m4x3f *base = &replay_buffer[(PART_COUNT)*replay_buffer_frame];
-
- for( int i=0; i<PART_COUNT; i++ )
- m4x3_copy( base[i], player.mdl.matrices[i] );
-
- replay_buffer_frame ++;
-
- if( replay_buffer_frame == REPLAY_LENGTH )
- replay_buffer_frame = 0;
-
- vg_tex2d_bind( &tex_pallet, 0 );
- character_draw( &player.mdl, 0.0f );
- player_animate();
- }
-#endif
+ glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+ render_water_surface( vg_pv );
+ vg_tex2d_bind( &tex_water, 1 );
+ render_gate( &gate_a, cam_transform );
/* Copy the RGB of what we have into the background buffer */
glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
glBlendEquation(GL_FUNC_ADD);
- SHADER_USE( shader_blit );
-
- glUniform1i( SHADER_UNIFORM(shader_blit,"uTexMain"), 0 );
+ shader_blit_use();
+ shader_blit_uTexMain( 0 );
glActiveTexture(GL_TEXTURE0);
glBindTexture( GL_TEXTURE_2D, render.rgb_background );
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)