#define VG_3D
+#define VG_FRAMEBUFFER_RESIZE 1
#include "vg/vg.h"
/* Resources */
.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
-};
+vg_tex2d tex_water = { .path = "textures/water.qoi" };
/* Convars */
static int freecam = 0;
static int sv_phys = 0;
static int thirdperson = 0;
static int clock_divider = 1;
+static int replay_record = 0;
+
+static m4x3f *replay_buffer = NULL;
+static int replay_buffer_frame = 0;
+
+#define REPLAY_LENGTH 120*60
/* Components */
#include "road.h"
#include "scene.h"
#include "ik.h"
#include "character.h"
+#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;
+ float vswitch, slip, slip_last,
+ reverse;
float iY; /* Yaw inertia */
- int in_air;
+ int in_air, is_dead;
/* Input */
v2f joy_l;
v3f view;
+ v3f follow;
v2f look_dir; /* TEMP */
v2f board_xy;
float grab;
float pitch;
v3f land_target;
- v3f land_target_log[12];
+ v3f land_target_log[22];
+ u32 land_target_colours[22];
int land_log_count;
m3x3f vr;
struct character mdl;
- /* Opengl */
-#if 0
- 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;
-#endif
-
v3f handl_target, handr_target,
handl, handr;
}
static struct gworld
{
- glmesh skydome;
- glmesh cement;
-
- scene foliage, /* Tree shader */
- geo, /* Std shader, collisions */
- detail; /* Std shader, no collisions */
+ scene geo;
+ submodel sm_road, sm_terrain;
+ glmesh skybox;
- submodel terrain,
- terrain_rocks,
- terrain_road;
+ v3f tutorial;
}
world;
+static struct grender
+{
+ GLuint fb_background,
+ rgb_background;
+
+ glmesh fsquad;
+}
+render;
+
+rigidbody mr_box = {
+ .bbx = {{ -1.0f, -0.25f, -0.25f }, { 1.0f, 0.25f, 0.25f }}
+};
+
+rigidbody mrs_box = {
+ .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 );
q_m3x3( player.rot, player.to_world );
v3_copy( player.co, player.to_world[3] );
static int reset_player( int argc, char const *argv[] )
{
v3_zero( player.co );
+
+ if( argc == 1 )
+ {
+ if( !strcmp( argv[0], "tutorial" ))
+ v3_copy( world.tutorial, 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;
+ player.is_dead = 0;
+ player.in_air = 1;
+ m3x3_identity( player.vr );
+
+ player.mdl.shoes[0] = 1;
+ player.mdl.shoes[1] = 1;
player_transform_update();
return 0;
}
-void vg_register(void)
+static int playermodel( int argc, char const *argv[] )
{
- scene_register();
+ if( argc < 1 ) return 0;
+
+ glmesh old_mesh = player.mdl.mesh;
+
+ if( character_load( &player.mdl, argv[0] ) )
+ mesh_free( &old_mesh );
+
+ return 1;
+}
+
+static void create_renderbuffer_std( GLuint *fb, GLuint *rgb, GLuint *rb )
+{
+ 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)
{
+ replay_buffer = malloc( sizeof(m4x3f) * REPLAY_LENGTH * (PART_COUNT) );
+
vg_tex2d_init( texture_list, vg_list_size( texture_list ) );
-
+
+ rb_init( &mr_box );
+ rb_init( &mrs_box );
+ mrs_box.co[2] += 2.0f;
+
+ vg_convar_push( (struct vg_convar){
+ .name = "frame",
+ .data = &replay_buffer_frame,
+ .data_type = k_convar_dtype_i32,
+ .opt_i32 = { .min=0, .max=REPLAY_LENGTH-1, .clamp=1 },
+ .persistent = 0
+ });
+
+ vg_convar_push( (struct vg_convar){
+ .name = "rec",
+ .data = &replay_record,
+ .data_type = k_convar_dtype_i32,
+ .opt_i32 = { .min=0, .max=1, .clamp=1 },
+ .persistent = 0
+ });
+
vg_convar_push( (struct vg_convar){
.name = "freecam",
.data = &freecam,
v3_normalize( lightDir );
character_load( &player.mdl, "ch_default" );
-
- /* temp */
- model *cement_model = vg_asset_read("models/cement_r1.mdl" );
- model_unpack( cement_model, &world.cement );
- free( cement_model );
+ character_init_ragdoll( &player.mdl );
/* 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 *mworld = vg_asset_read( "models/mp_dev.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" ),
+ scene_add_model( &world.geo, mworld, submodel_get( mworld, "mp_dev" ),
(v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
- scene_copy_slice( &world.geo, &world.terrain );
+ scene_copy_slice( &world.geo, &world.sm_road );
- scene_add_model( &world.geo, mworld, submodel_get( mworld, "terrain_rocks" ),
+ 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_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
+ scene_copy_slice( &world.geo, &world.sm_terrain );
+
+ v3_copy( model_marker_get( mworld, "mp_dev_tutorial" )->co, world.tutorial );
- for( int i=0; i<ktree_count; i++ )
+
+ /* GATE DEV */
{
- 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 );
- }
- }
+ 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 );
}
- for( int i=0; i<kfoliage_count; i++ )
+ /* WATER DEV */
{
- 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 );
- }
- }
+ 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);
}
- 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 );
+ free( mworld );
+ scene_upload( &world.geo );
+ bvh_create( &world.geo );
- scene_add_model( &world.detail, mworld, submodel_get( mworld, "art" ),
- (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
+ reset_player( 1, (const char *[]){ "tutorial" } );
+ player_transform_update();
- free( mtest );
- free( mworld );
+ /* Create framebuffers */
+ glGenFramebuffers( 1, &render.fb_background );
+ glBindFramebuffer( GL_FRAMEBUFFER, render.fb_background );
- scene_compute_occlusion( &world.foliage );
+ glGenTextures( 1, &render.rgb_background );
+ glBindTexture( GL_TEXTURE_2D, render.rgb_background );
+ glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, vg_window_x, vg_window_y,
+ 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
- scene_upload( &world.foliage );
- scene_upload( &world.geo );
- scene_upload( &world.detail );
-
- reset_player( 0, NULL );
- player_transform_update();
+ 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,
+ 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 );
+ glBindVertexArray( render.fsquad.vao );
+ glBindBuffer( GL_ARRAY_BUFFER, render.fsquad.vbo );
+ glBufferData( GL_ARRAY_BUFFER, sizeof(quad), quad, GL_STATIC_DRAW );
+ glBindVertexArray( render.fsquad.vao );
+ glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE,
+ sizeof(float)*2, (void*)0 );
+ glEnableVertexAttribArray( 0 );
+ VG_CHECK_GL();
+ }
}
static float ktimestep = 1.0f/60.0f;
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 )
v3_muladds( vel, gravity, timestep, vel );
}
+static int ray_hit_is_ramp( ray_hit *hit )
+{
+ return hit->tri[0] < world.sm_road.vertex_count;
+}
+
static void player_start_air(void)
{
player.in_air = 1;
float best_velocity_mod = 0.0f,
best_velocity_delta = -9999.9f;
- v3f targetn;
-
v3f axis, vup;
m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, vup );
v3_cross( vup, player.v, axis );
m3x3_identity( player.vr );
- for( int m=0;m<=5; m++ )
+ for( int m=-3;m<=12; m++ )
{
- float vmod = ((float)m / 5.0f)*0.15f;
+ float vmod = ((float)m / 15.0f)*0.09f;
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( vr, pv, pv );
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 );
+ ray_hit contact;
+ v3f vdir;
+
+ v3_sub( pco, pco1, vdir );
+ contact.dist = v3_length( vdir );
+ v3_divs( vdir, contact.dist, vdir);
- if( sh[1] >= pco[1] && hit )
+ if( bvh_raycast( &world.geo, pco1, vdir, &contact ))
{
- float land_delta = v3_dot( pv, targetn );
+ float land_delta = v3_dot( pv, contact.normal );
+ u32 scolour = (u8)(vg_minf(-land_delta * 2.0f, 255.0f));
+
+ /* Bias prediction towords ramps */
+ if( ray_hit_is_ramp( &contact ) )
+ {
+ land_delta *= 0.1f;
+ scolour |= 0x0000a000;
+ }
if( (land_delta < 0.0f) && (land_delta > best_velocity_delta) )
{
best_velocity_delta = land_delta;
best_velocity_mod = vmod;
- v3_copy( sh, player.land_target );
+ v3_copy( contact.pos, player.land_target );
q_axis_angle( vr_q, axis, vmod*0.1f );
q_m3x3( vr_q, player.vr );
}
- v3_copy( sh, player.land_target_log[player.land_log_count ++] );
+
+ v3_copy( contact.pos,
+ player.land_target_log[player.land_log_count] );
+ player.land_target_colours[player.land_log_count] =
+ 0xff000000 | scolour;
+
+ player.land_log_count ++;
+
break;
}
}
static int sample_if_resistant( v3f pos )
{
- v3f ground, norm;
+ v3f ground;
v3_copy( pos, ground );
-
- if( sample_scene_height( &world.geo, ground, norm ) )
+
+ ray_hit hit;
+ if( bvh_scene_sample( &world.geo, ground, &hit ) )
{
v3f angle;
v3_copy( player.v, angle );
v3_normalize( angle );
- float resistance = v3_dot( norm, angle );
+ float resistance = v3_dot( hit.normal, angle );
if( resistance < 0.25f )
{
return 0;
}
+static float stable_force( float current, float diff )
+{
+ float new = current + diff;
+
+ if( new * current < 0.0f )
+ return 0.0f;
+
+ return new;
+}
+
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,
+ v3f contact_front, contact_back, 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,-0.6f}, contact_norm );
- m4x3_mulv( player.to_world, (v3f){-0.15f,0.0f,-0.6f}, contact_front );
- m4x3_mulv( player.to_world, (v3f){ 0.00f,0.0f, 0.6f}, contact_back );
+
+ float klength = 0.65f;
+ m4x3_mulv( player.to_world, (v3f){ 0.15f,0.0f,-klength}, contact_norm );
+ m4x3_mulv( player.to_world, (v3f){-0.15f,0.0f,-klength}, contact_front );
+ m4x3_mulv( player.to_world, (v3f){ 0.00f,0.0f, klength}, 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 );
}
float resistance = v3_dot( norm, player.v );
-
if( resistance >= 0.0f )
{
player_start_air();
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 = (-vel[0] / vel[2]) * player.vswitch;
if( fabsf( slip ) > 1.2f )
slip = vg_signf( slip ) * 1.2f;
player.slip = slip;
+ player.reverse = -vg_signf(vel[2]);
-#if 0
- if( player.slip_last*slip < 0.0f && fabsf(slip) > 0.7f )
+ float substep = ktimestep * 0.2f;
+ float fwd_resistance = (vg_get_button( "break" )? 5.0f: 0.02f) * -substep;
+
+ for( int i=0; i<5; i++ )
{
- vg_warn( "SWITCH\n" );
- player.vswitch = -player.vswitch;
- slip = -slip;
+ vel[2] = stable_force( vel[2], vg_signf( vel[2] ) * fwd_resistance );
+ vel[0] = stable_force( vel[0], vg_signf( vel[0] ) * -7.0f *substep );
}
-
- player.slip_last = slip;
-#endif
-
- float substep = ktimestep * 0.2f;
- for( int i=0; i<5; i++ )
+ static double start_push = 0.0;
+ if( vg_get_button_down( "push" ) )
+ start_push = vg_time;
+
+ if( !vg_get_button("break") && vg_get_button( "push" ) )
{
- 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;
+ float const k_maxpush = 16.0f,
+ k_pushaccel = 5.0f;
+
+ float cycle_time = vg_time-start_push,
+ amt = k_pushaccel * (sinf( cycle_time * 8.0f )*0.5f+0.5f)*ktimestep,
+ current = v3_length( vel ),
+ new_vel = vg_minf( current + amt, k_maxpush );
+ new_vel -= vg_minf(current, k_maxpush);
+ vel[2] -= new_vel * player.reverse;
}
m3x3_mulv( player.to_world, vel, player.v );
float steer = vg_get_axis( "horizontal" );
player.iY -= vg_signf(steer)*powf(steer,2.0f) * 1.5f * ktimestep;
+
+ /* Too much lean and it starts to look like a snowboard here */
+ v2_lerp( player.board_xy, (v2f){ slip*0.25f, 0.0f },
+ ktimestep*5.0f, player.board_xy);
}
static void draw_cross(v3f pos,u32 colour)
m3x3_mulv( player.vr, player.v, player.v );
for( int i=0; i<player.land_log_count; i++ )
- draw_cross( player.land_target_log[i], 0xff00ffff );
+ draw_cross( player.land_target_log[i],
+ player.land_target_colours[i] );
draw_cross( player.land_target, 0xff0000ff );
- v3f ground_pos, ground_norm;
+ v3f ground_pos;
v3_copy( player.co, ground_pos );
-
- if( sample_scene_height( &world.geo, ground_pos, ground_norm ) )
+
+ ray_hit hit;
+ if( bvh_scene_sample( &world.geo, ground_pos, &hit ) )
{
if( ground_pos[1] > player.co[1] )
{
player.in_air = 0;
+
+ if( !ray_hit_is_ramp( &hit ) )
+ {
+ player.is_dead = 1;
+ m4x3_mulv( player.to_world, player.view, player.follow );
+ character_ragdoll_copypose( &player.mdl, player.v );
+ }
+
return;
}
}
v3f pco, pco1, pv;
v3_copy( player.co, pco );
v3_copy( player.v, pv );
+
+ float time_to_impact = 0.0f;
+ float limiter = 1.0f;
- 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 );
+ //vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff );
- v3f sh;
- v3_copy( pco, sh );
- int hit = sample_scene_height( &world.geo, sh, targetn );
+ ray_hit contact;
+ v3f vdir;
- if( sh[1] >= pco[1] && hit )
+ v3_sub( pco, pco1, vdir );
+ contact.dist = v3_length( vdir );
+ v3_divs( vdir, contact.dist, vdir);
+
+ float orig_dist = contact.dist;
+ if( bvh_raycast( &world.geo, pco1, vdir, &contact ))
{
v3f localup;
m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, localup );
- float angle = v3_dot( localup, targetn );
+ float angle = v3_dot( localup, contact.normal );
v3f axis;
- v3_cross( localup, targetn, axis );
-
+ v3_cross( localup, contact.normal, axis );
+
+ time_to_impact += (contact.dist/orig_dist)*pstep;
+ limiter = vg_minf( 5.0f, time_to_impact )/5.0f;
+ limiter = 1.0f-limiter;
+ limiter *= limiter;
+ limiter = 1.0f-limiter;
+
if( angle < 0.99f )
{
v4f correction;
- q_axis_angle( correction, axis, acosf(angle)*0.05f );
+ q_axis_angle( correction, axis, acosf(angle)*0.05f*(1.0f-limiter) );
q_mul( correction, player.rot, player.rot );
}
- draw_cross( sh, 0xffff0000 );
-
+ draw_cross( contact.pos, 0xffff0000 );
break;
}
+ time_to_impact += pstep;
}
+
player.iY -= vg_get_axis( "horizontal" ) * 3.6f * ktimestep;
+ {
+
+ float iX = vg_get_axis( "vertical" ) * 3.6f * limiter * ktimestep;
+ static float siX = 0.0f;
+ siX = vg_lerpf( siX, iX, 0.3f );
+
+ v4f rotate;
+ v3f vside;
+
+ m3x3_mulv( player.to_world, (v3f){1.0f,0.0f,0.0f}, vside );
+
+ q_axis_angle( rotate, vside, siX );
+ q_mul( rotate, player.rot, player.rot );
+ }
+
+ v2f target = {0.0f,0.0f};
+ v2_muladds( target, (v2f){ vg_get_axis("h1"), vg_get_axis("v1") },
+ player.grab, target );
+ v2_lerp( player.board_xy, target, ktimestep*3.0f, player.board_xy );
}
static void player_animate(void);
static void player_update(void)
{
- static int clock = 0;
-
- clock ++;
- if( clock >= clock_divider )
- clock = 0;
- else
+
+ if( vg_get_axis("grabl")>0.0f)
+ reset_player(0,NULL);
+ if( player.is_dead )
return;
+ static int clock = 0;
+
/* temp */
if( freecam )
{
player_freecam();
return;
}
-
- if( vg_get_axis("grabl")>0.0f)
- reset_player(0,NULL);
- if( vg_get_button( "push" ) )
- {
- 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 );
- }
+ clock ++;
+ if( clock >= clock_divider )
+ clock = 0;
+ else
+ return;
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 );
+ 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 );
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 );
+ static float siY = 0.0f;
- 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;
+ float lerpq = player.in_air? 0.04f: 0.3f;
+ siY = vg_lerpf( siY, player.iY, lerpq );
+
+ q_axis_angle( rotate, vup, siY );
+ q_mul( rotate, player.rot, player.rot );
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)
{
player_update();
- /* Creating a skeleton of the player dynamically */
+ //rb_torque( &mr_box, (v3f){0.0f,0.0f,1.0f}, 0.01f );
+ if( glfwGetKey( vg_window, GLFW_KEY_F ) )
+ character_ragdoll_go( &player.mdl, player.view );
- #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);
+ if( glfwGetKey( vg_window, GLFW_KEY_G ) )
+ {
+ player.is_dead = 1;
+ m4x3_mulv( player.to_world, player.view, player.follow );
+ character_ragdoll_copypose( &player.mdl, player.v );
+ }
- 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));
+ static int clock = 0;
- if( vg_maxf(lslip,grab) > 0.5f )
+ clock ++;
+ if( clock >= clock_divider )
{
- 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;
- }
+ character_debug_ragdoll( &player.mdl );
- if( grab > 0.5f )
- {
- player.handr_target[0] = -0.15f;
- player.handr_target[1] = 0.1f;
- player.handr_target[2] = 0.4f;
- }
+ if( player.is_dead )
+ character_ragdoll_iter( &player.mdl, &world.geo );
+
+ rb_build_manifold( &mr_box, &world.geo );
+ rb_build_manifold( &mrs_box, &world.geo );
+ rb_constraint_manifold( &mr_box );
+ rb_constraint_manifold( &mrs_box );
+
+ rb_iter( &mr_box );
+ rb_iter( &mrs_box );
+
+ rb_debug( &mr_box, 0xffffffff );
+ rb_debug( &mrs_box, 0xff00ff00 );
+
+ rb_update_transform( &mr_box );
+ rb_update_transform( &mrs_box );
+
+ clock = 0;
}
- #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, player.v_last, player.a );
+ v3_copy( player.v, player.v_last );
- 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 );
+ 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;
v3_muladds( head, offset, 0.7f, head );
head[1] = vg_clampf( head[1], 0.3f, kheight );
- v3_copy( head, player.view );
+#if 0
+ if( !freecam )
+ {
+ v3_copy( head, player.view );
+ v3f camoffs = {-0.2f,-0.6f,0.00f};
+ v3_add( player.view, camoffs, player.view );
+ }
+#endif
+
+
+ /*
+ * Animation blending
+ * ===========================================
+ */
+
+ static float fslide = 0.0f;
+ static float fdirz = 0.0f;
+ static float fdirx = 0.0f;
+ static float fstand = 0.0f;
+ static float ffly = 0.0f;
+
+ float speed = v3_length( player.v );
+
+ fstand = vg_lerpf(fstand, 1.0f-vg_clampf(speed*0.03f,0.0f,1.0f),0.1f);
+ fslide = vg_lerpf(fslide, vg_clampf(lslip+fabsf(offset[0])*0.2f,
+ 0.0f,1.0f), 0.04f);
+ fdirz = vg_lerpf(fdirz, player.reverse > 0.0f? 1.0f: 0.0f, 0.04f );
+ fdirx = vg_lerpf(fdirx, player.slip < 0.0f? 1.0f: 0.0f, 0.04f );
+ ffly = vg_lerpf(ffly, player.in_air? 1.0f: 0.0f, 0.04f );
+
+ character_pose_reset( &player.mdl );
+
+ float amt_air = ffly*ffly,
+ amt_ground = 1.0f-amt_air,
+ amt_std = (1.0f-fslide) * amt_ground,
+ amt_stand = amt_std * fstand,
+ amt_aero = amt_std * (1.0f-fstand),
+ amt_slide = amt_ground * fslide;
+
+ character_final_pose( &player.mdl, offset, &pose_stand, amt_stand );
+ character_final_pose( &player.mdl, offset, &pose_aero, amt_aero*fdirz );
+ character_final_pose( &player.mdl, offset,
+ &pose_aero_reverse, amt_aero * (1.0f-fdirz) );
+ character_final_pose( &player.mdl, offset, &pose_slide, amt_slide*fdirx );
+ character_final_pose( &player.mdl, offset,
+ &pose_slide1, amt_slide*(1.0f-fdirx) );
+
+ character_final_pose( &player.mdl, (v3f){0.0f,0.0f,0.0f},
+ &pose_fly, amt_air );
+
+ if( !freecam )
+ {
+ v3_copy( player.mdl.cam_pos, player.view );
+ v3_muladds( player.view, offset, 0.7f, player.view );
+ player.view[1] = vg_clampf( player.view[1], 0.3f, kheight );
+ }
+
+ /*
+ * Additive effects
+ * ==========================
+ */
+ struct ik_basic *arm_l = &player.mdl.ik_arm_l,
+ *arm_r = &player.mdl.ik_arm_r;
+
+ v3f localv;
+ m3x3_mulv( player.to_local, player.v, localv );
+ v3_muladds( arm_l->end, localv, -0.01f, arm_l->end );
+ v3_muladds( arm_r->end, localv, -0.01f, arm_r->end );
/* 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] );
v3_add( (v3f){0.0f,0.5f,0.0f}, board_location, board_location );
v3_copy( board_location, 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;
+ float wheel_r = offset[0]*-0.4f;
+ v4f qwheel;
+ q_axis_angle( qwheel, (v3f){0.0f,1.0f,0.0f}, wheel_r );
+
+ q_m3x3( qwheel, player.mdl.matrices[k_chpart_wb] );
+
+ m3x3_transpose( player.mdl.matrices[k_chpart_wb],
+ player.mdl.matrices[k_chpart_wf] );
+ v3_copy( player.mdl.offsets[k_chpart_wb],
+ player.mdl.matrices[k_chpart_wb][3] );
+ v3_copy( player.mdl.offsets[k_chpart_wf],
+ player.mdl.matrices[k_chpart_wf][3] );
+
+ m4x3_mul( mboard, player.mdl.matrices[k_chpart_wb],
+ player.mdl.matrices[k_chpart_wb] );
+ m4x3_mul( mboard, player.mdl.matrices[k_chpart_wf],
+ player.mdl.matrices[k_chpart_wf] );
+
+ m4x3_mulv( mboard, player.mdl.ik_leg_l.end, player.mdl.ik_leg_l.end );
+ m4x3_mulv( mboard, player.mdl.ik_leg_r.end, player.mdl.ik_leg_r.end );
- 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;
+ v3_copy( player.mdl.ik_arm_l.end, player.handl_target );
+ v3_copy( player.mdl.ik_arm_r.end, player.handr_target );
if( 1||player.in_air )
{
float tuck = player.board_xy[1],
tuck_amt = fabsf( tuck ) * (1.0f-fabsf(player.board_xy[0]));
+
+ float crouch = player.grab*0.3f;
+ v3_muladds( player.mdl.ik_body.base, (v3f){0.0f,-1.0f,0.0f},
+ crouch, player.mdl.ik_body.base );
+ v3_muladds( player.mdl.ik_body.end, (v3f){0.0f,-1.0f,0.0f},
+ crouch*1.2f, player.mdl.ik_body.end );
if( tuck < 0.0f )
{
- foot_l *= 1.0f-tuck_amt*1.5f;
+ //foot_l *= 1.0f-tuck_amt*1.5f;
if( player.grab > 0.1f )
{
}
else
{
- foot_r *= 1.0f-tuck_amt*1.4f;
+ //foot_r *= 1.0f-tuck_amt*1.4f;
if( player.grab > 0.1f )
{
}
}
}
- else
- {
- }
-
- v3f fwd;
-
- /* offset */
- float *hips = player.mdl.ik_body.base,
- *collar = player.mdl.ik_body.end,
- *pole = player.mdl.ik_body.pole;
-
- v3_add( hips, collar, pole );
- v3_muls( pole, 0.5f, pole );
- v3_add( pole, (v3f){ 1.0f, 0.0f, 0.0f }, pole );
- v3_copy( player.view, collar );
- v3_add( (v3f){ 0.2f,-0.45f,0.0f}, collar, hips );
-
- player.mdl.rhip = sinf(vg_time);
- player.mdl.rcollar = sinf(vg_time)*0.5f;
-
- struct ik_basic *ik_leg_l = &player.mdl.ik_leg_l,
- *ik_leg_r = &player.mdl.ik_leg_r,
- *ik_arm_l = &player.mdl.ik_arm_l,
- *ik_arm_r = &player.mdl.ik_arm_r;
-
- m4x3_mulv( mboard, (v3f){ 0.0f,0.16f, foot_r }, ik_leg_r->end );
- m4x3_mulv( mboard, (v3f){ 0.0f,0.16f, foot_l }, ik_leg_l->end );
-
- m4x3f tomp;
- m4x3_identity(tomp);
- m4x3_mulv( tomp, (v3f){ -0.4f,0.50f,-0.50f }, ik_leg_r->pole );
- m4x3_mulv( tomp, (v3f){ -0.4f,0.50f,-0.3f }, ik_leg_l->pole );
-
- /* Arms */
- v3f hl, hr, neckl = {0.0f, 0.5f, 0.2f},
- neckr = {0.0f, 0.5f,-0.2f};
-
v3_lerp( player.handl, player.handl_target, 0.1f, player.handl );
v3_lerp( player.handr, player.handr_target, 0.1f, player.handr );
- v3_copy( player.handl, ik_arm_l->end );
- v3_copy( player.handr, ik_arm_r->end );
- v3_copy( (v3f){ 0.6f,0.7f, 0.4f }, ik_arm_l->pole );
- v3_copy( (v3f){ 0.6f,0.7f,-0.35f }, ik_arm_r->pole );
-
- if( thirdperson )
- {
- v3f nv;
- v3_copy( player.v, nv );
- v3_normalize( nv );
- v3_muladds( player.view, nv, -3.0f, player.view );
- }
-
- v3f camoffs = {-0.3f,0.0f,0.3f};
- v3_add( player.view, camoffs, player.view );
+ v3_copy( player.handl, player.mdl.ik_arm_l.end );
+ v3_copy( player.handr, player.mdl.ik_arm_r.end );
+
+ /* Head rotation */
- m4x3_copy( mboard, player.mdl.matrices[k_chpart_wheels] );
+ static float rhead = 0.0f;
+ rhead = vg_lerpf( rhead,
+ vg_clampf(atan2f( localv[2], -localv[0] ),-1.0f,1.0f), 0.04f );
+ player.mdl.rhead = rhead;
}
static void draw_player(void)
{
/* Draw */
- 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 );
-
- GLint kuMdl = SHADER_UNIFORM( shader_standard_lit, "uMdl" );
-
-#if 0
- 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 );
-#endif
-#if 0
- 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 );
+ vg_tex2d_bind( &tex_pallet, 0 );
- glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mleg_l );
- submodel_draw( &player.leg_l0 );
+ m4x3_copy( player.to_world, player.mdl.mroot );
- glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mknee_l );
- submodel_draw( &player.leg_l1 );
+ if( player.is_dead )
+ character_mimic_ragdoll( &player.mdl );
+ else
+ character_eval( &player.mdl );
- glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mleg_r );
- submodel_draw( &player.leg_r0 );
+ character_draw( &player.mdl, (player.is_dead|player.in_air)? 0.0f: 1.0f );
+}
- glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mknee_r );
- submodel_draw( &player.leg_r1 );
+static void vg_framebuffer_resize( int w, int h )
+{
+ glBindTexture( GL_TEXTURE_2D, render.rgb_background );
+ glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, w, h, 0,
+ GL_RGB, GL_UNSIGNED_BYTE, NULL );
- /* arms */
- glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.marm_l );
- submodel_draw( &player.arm_l0 );
+ gate_fb_resize( resize_renderbuffer_std );
+ water_fb_resize( resize_renderbuffer_std );
+}
- glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.melbow_l );
- submodel_draw( &player.arm_l1 );
+static void render_world( m4x4f projection )
+{
+ m4x3f identity_matrix;
+ m4x3_identity( identity_matrix );
- glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.marm_r );
- submodel_draw( &player.arm_r0 );
+ shader_unlit_use();
+ shader_unlit_uPv( projection );
+ shader_unlit_uTexMain( 0 );
+ vg_tex2d_bind( &tex_sky, 0 );
+
+ glDepthMask(GL_FALSE);
+ glDisable(GL_DEPTH_TEST);
- glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.melbow_r );
- submodel_draw( &player.arm_r1 );
+ mesh_bind( &world.skybox );
+ mesh_draw( &world.skybox );
- /* body */
- glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mbutt );
- submodel_draw( &player.body );
+ glEnable(GL_DEPTH_TEST);
+ glDepthMask(GL_TRUE);
- glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"),
- 0.2f*kscale,0.2f*kscale,0.2f*kscale,0.14f );
- submodel_draw( &player.head );
+
+ shader_standard_use();
+ shader_standard_uPv( projection );
+ shader_standard_uMdl( identity_matrix );
- glDisable(GL_BLEND);
- glEnable( GL_DEPTH_TEST );
-#endif
+ vg_tex2d_bind( &tex_grid, 0 );
+ shader_standard_uTexMain( 0 );
+ shader_standard_uColour( (v4f){0.4f,0.4f,0.4f,1.0f} );
- vg_tex2d_bind( &tex_pallet, 0 );
- //m4x3_identity( player.mdl.mroot );
- //character_testpose( &player.mdl, vg_time );
- m4x3_copy( player.to_world, player.mdl.mroot );
- character_eval( &player.mdl );
- character_draw( &player.mdl, kuMdl );
+ scene_bind( &world.geo );
+ scene_draw( &world.geo );
}
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;
- m4x3_mulv( player.to_world, player.view, pos_inv );
+ static v3f cam_lerped = {0.0f,0.0f,0.0f};
+ v3_lerp( cam_lerped, player.view, 0.08f, cam_lerped );
+
+ if( !freecam )
+ {
+ m4x3_mulv( player.to_world, cam_lerped, pos_inv );
+
+ static float air_blend = 0.0f;
+
+ air_blend = vg_lerpf( air_blend, player.in_air, 0.04f );
+ v3_muladds( pos_inv, player.v, -0.05f*air_blend, pos_inv );
+ }
+ else
+ v3_add( player.co, player.view, pos_inv );
v3_negate( pos_inv, pos_inv );
- float speed = v3_length( player.v );
+ static float vertical_lerp = 0.0f;
+ vertical_lerp = vg_lerpf( vertical_lerp, pos_inv[1], 1.0f );
+ v3f final = { pos_inv[0], vertical_lerp, pos_inv[2] };
+
+ 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 cam_lerped_dir;
+
m4x3_identity( world_matrix );
- m4x3_rotate_x( world_matrix,
- freecam?
- player.look_dir[1]:
- 0.6f+shake[1]*0.04f+player.look_dir[1] );
+ if( player.is_dead )
+ {
+ v3f delta;
+ v3_sub( player.mdl.ragdoll[k_chpart_head].co, player.follow, delta );
+ v3_normalize(delta);
+
+ 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 );
+ }
+ else
+ {
+ v2_lerp( cam_lerped_dir, player.look_dir, 0.04f, cam_lerped_dir );
+
+ m4x3_rotate_x( world_matrix,
+ freecam?
+ cam_lerped_dir[1]:
+ 0.6f+shake[1]*0.04f+player.look_dir[1] );
+
+ m4x3_rotate_y( world_matrix,
+ freecam?
+ cam_lerped_dir[0]:
+ player.look_dir[0]+shake[0]*0.02f );
+ }
+
- m4x3_rotate_y( world_matrix, player.look_dir[0]+shake[0]*0.02f );
- m4x3_translate( world_matrix, pos_inv );
+ m4x3_translate( world_matrix, final );
m4x4f world_4x4;
m4x3_expand( world_matrix, world_4x4 );
- m4x4_projection( vg_pv,
- freecam? 90.0f: 130.0f,
+
+ 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 );
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);
- m4x3_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 );
-
- glUniform1i( SHADER_UNIFORM( shader_unlit, "uTexMain" ), 0 );
- vg_tex2d_bind( &tex_sky, 0 );
-
- mesh_bind( &world.skydome );
- mesh_draw( &world.skydome );
+ /*
+ * Draw world
+ */
-#if 0
- vg_tex2d_bind( &tex_cement, 0 );
- mesh_bind( &world.cement );
- mesh_draw( &world.cement );
-#endif
+ m4x3f cam_transform;
+ m4x3_invert_affine( world_matrix, cam_transform );
- SHADER_USE(shader_standard_lit);
+ render_world( vg_pv );
+ render_water_texture( cam_transform );
- 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 );
+ glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+ render_water_surface( vg_pv );
- vg_tex2d_bind( &tex_grid, 0 );
+ vg_tex2d_bind( &tex_water, 1 );
+ render_gate( &gate_a, cam_transform );
- 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 );
-
- 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
- scene_bind( &world.detail );
- scene_draw( &world.detail );
+ /* Copy the RGB of what we have into the background buffer */
+ glBindFramebuffer( GL_READ_FRAMEBUFFER, 0 );
+ glBindFramebuffer( GL_DRAW_FRAMEBUFFER, render.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 );
+
+ if( !player.is_dead )
+ glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
+ else
+ glClear( GL_COLOR_BUFFER_BIT );
draw_player();
+ /* 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);
+
+ shader_blit_use();
+ shader_blit_uTexMain( 0 );
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture( GL_TEXTURE_2D, render.rgb_background );
+
+ glBindVertexArray( render.fsquad.vao );
+ glDrawArrays( GL_TRIANGLES, 0, 6 );
+
+ glDisable(GL_BLEND);
+
+ /* Other shite */
glDisable( GL_DEPTH_TEST );
vg_lines_drawall( (float *)vg_pv );
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();
}
vg_lines_drawall( (float *)vg_pv );
glViewport( 0,0, vg_window_x, vg_window_y );
+
+#if 0
+ if( replay_record )
+ {
+ m4x3f *base = &replay_buffer[(PART_COUNT)*replay_buffer_frame];
+
+ for( int i=0; i<PART_COUNT; i++ )
+ m4x3_copy( player.mdl.matrices[i], base[i] );
+
+ replay_buffer_frame ++;
+
+ if( replay_buffer_frame == REPLAY_LENGTH )
+ replay_buffer_frame = 0;
+ }
+#endif
}
void vg_ui(void)
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 );
}
}