#define VG_3D
+#define VG_FRAMEBUFFER_RESIZE 1
#include "vg/vg.h"
/* Resources */
vg_tex2d tex_norwey = { .path = "textures/norway_foliage.qoi" };
vg_tex2d tex_grid = { .path = "textures/grid.qoi" };
-vg_tex2d tex_road = { .path = "textures/road.qoi" };
+vg_tex2d tex_sky = { .path = "textures/sky.qoi" };
vg_tex2d tex_gradients = { .path = "textures/gradients.qoi",
.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_road
+ &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" })
+)
+
/* Convars */
static int freecam = 0;
static int debugview = 0;
static int debugsdf = 0;
-static int debugroad = 0;
+static int sv_debugcam = 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"
int main( int argc, char *argv[] )
{
m4x3f world_matrix;
-#if 0
-v3f player.co;
-v3f player.view; /* Relative to pos */
-v3f player.v = { 0.0f, 0.0f, -0.2f };
-float player_yaw;
-v2f player.look_dir;
-v3f player.a;
-#endif
-
static struct gplayer
{
+ /* Physics */
v3f co, v, a;
v4f rot;
+ float vswitch, slip, slip_last,
+ reverse;
+
+ float iY; /* Yaw inertia */
+ int in_air;
+
+ /* Input */
+ v2f joy_l;
v3f view;
v2f look_dir; /* TEMP */
+ v2f board_xy;
+ float grab;
+ float pitch;
+
+ v3f land_target;
+ v3f land_target_log[12];
+ int land_log_count;
+ m3x3f vr;
m4x3f to_world, to_local;
+
+ struct character mdl;
+
+ v3f handl_target, handr_target,
+ handl, handr;
}
player;
-road_patch road_main;
-scene test_scene;
-scene world_scene;
-scene player_scene;
-u32 world_terrain_count,
- world_road_count;
+static struct gworld
+{
+ scene geo;
+ submodel terrain,
+ terrain_rocks,
+ terrain_road;
+}
+world;
+
+static struct grender
+{
+ GLuint fb_background,
+ rgb_background;
+
+ glmesh fsquad;
+}
+render;
static void player_transform_update(void)
{
q_m3x3( player.rot, player.to_world );
v3_copy( player.co, player.to_world[3] );
- v4f inv;
- q_inv( player.rot, inv );
- q_m3x3( inv, player.to_local );
- v3_negate( player.co, player.to_local[3] );
+ m4x3_invert_affine( player.to_world, player.to_local );
}
static int reset_player( 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;
player_transform_update();
return 0;
}
+static int playermodel( int argc, char const *argv[] )
+{
+ if( argc < 1 ) return 0;
+
+ glmesh old_mesh = player.mdl.mesh;
+
+ if( character_load( &player.mdl, argv[0] ) )
+ mesh_free( &old_mesh );
+
+ return 1;
+}
+
void vg_register(void)
{
scene_register();
+ character_shader_register();
+ SHADER_INIT( shader_blit );
}
void vg_start(void)
{
+ replay_buffer = malloc( sizeof(m4x3f) * REPLAY_LENGTH * (PART_COUNT) );
+
vg_tex2d_init( texture_list, vg_list_size( texture_list ) );
- road_patch_init( &road_main );
- road_generate( &road_main );
+ 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",
.persistent = 1
});
+ vg_convar_push( (struct vg_convar){
+ .name = "debugcam",
+ .data = &sv_debugcam,
+ .data_type = k_convar_dtype_i32,
+ .opt_i32 = { .min=0, .max=1, .clamp=0 },
+ .persistent = 1
+ });
+
vg_convar_push( (struct vg_convar){
.name = "debugview",
.data = &debugview,
});
vg_convar_push( (struct vg_convar){
- .name = "debugroad",
- .data = &debugroad,
+ .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_convar_push( (struct vg_convar){
+ .name = "div",
+ .data = &clock_divider,
+ .data_type = k_convar_dtype_i32,
+ .opt_i32 = { .min=0, .max=1, .clamp=0 },
+ .persistent = 1
+ });
+
vg_function_push( (struct vg_cmd){
.name = "reset",
.function = reset_player
v3f lightDir = { 0.1f, 0.8f, 0.2f };
v3_normalize( lightDir );
+
+ character_load( &player.mdl, "ch_default" );
- scene_init( &world_scene );
- scene_init( &test_scene );
- scene_init( &player_scene );
- model *world = vg_asset_read( "models/free_dev.mdl" );
- model *test = vg_asset_read( "models/test.mdl" );
- model *char_dev = vg_asset_read( "models/char_dev.mdl" );
- scene_add_model( &player_scene, char_dev,
- submodel_get( char_dev, "joint" ),
- (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
- free(char_dev);
+ /* Setup scene */
+ scene_init( &world.geo );
+ model *mworld = vg_asset_read( "models/mp_dev.mdl" );
- scene_add_model( &world_scene, world,
- submodel_get( world, "terrain" ),
+ scene_add_model( &world.geo, mworld, submodel_get( mworld, "mp_dev" ),
(v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
- int id_tree = submodel_get( test, "tree" ),
- id_groundcover[] =
- {
- submodel_get( test, "bush" ),
- submodel_get( test, "grass" ),
- submodel_get( test, "blubber" ),
- submodel_get( test, "blubber" ),
- submodel_get( test, "blubber" ),
- submodel_get( test, "grassthin" )
- };
-
- /* Sprinkle some trees in the terrain areas */
- v3f range;
- v3_sub( world_scene.bbx[1], world_scene.bbx[0], range );
-
- for( int i=0; i<8000; i++ )
- {
- v3f pos;
+ free( mworld );
+ scene_upload( &world.geo );
+ bvh_create( &world.geo );
- pos[0] = vg_randf();
- pos[1] = 0.0f;
- pos[2] = vg_randf();
- v3_muladd( world_scene.bbx[0], pos, range, pos );
- if( sample_scene_height( &world_scene, pos ) )
- {
- scene_add_model( &test_scene, test,
- id_tree,
- pos, vg_randf() * VG_TAUf, vg_randf() * 0.5f + 0.5f );
- }
+ reset_player( 0, NULL );
+ player_transform_update();
+
+ /* Create framebuffers */
+ glGenFramebuffers( 1, &render.fb_background );
+ glBindFramebuffer( GL_FRAMEBUFFER, render.fb_background );
+
+ 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);
+
+ 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);
+
+ {
+ 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 );
+ glBindVertexArray( render.fsquad.vao );
+ glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE,
+ sizeof(float)*2, (void*)0 );
+ glEnableVertexAttribArray( 0 );
+ VG_CHECK_GL();
}
+}
- world_terrain_count = world_scene.indice_count;
+static float ktimestep = 1.0f/60.0f;
- scene_add_model( &world_scene, world,
- submodel_get( world, "road" ),
- (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
- world_road_count = world_scene.indice_count-world_terrain_count;
+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] );
- free( test );
- free( world );
+ 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 };
-#if 0
- scene_compute_occlusion( &test_scene );
- scene_shadow_gradient( &test_scene, 1, 0.0f, 1.0f );
- scene_shadow_sphere( &test_scene, (v3f){ 0.0f,4.0f,0.0f},
- (v4f){1.0f, 2.0f, 0.0f, 0.0f}, lightDir );
-#endif
+ 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 );
- scene_upload( &player_scene );
- scene_upload( &world_scene );
- scene_upload( &test_scene );
+ v2_muladds( view_vel, delta, 0.005f, view_vel );
+ }
- reset_player( 0, NULL );
- player_transform_update();
+ 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 );
}
-v3f head;
+static void apply_gravity( v3f vel, float const timestep )
+{
+ v3f gravity = { 0.0f, -9.6f, 0.0f };
+ v3_muladds( vel, gravity, timestep, vel );
+}
-void vg_update(void)
+static void player_start_air(void)
{
- float timestep = 1.0f/60.0f;
+ player.in_air = 1;
- if( freecam )
+ float pstep = ktimestep*10.0f;
+
+ float best_velocity_mod = 0.0f,
+ best_velocity_delta = -9999.9f;
+
+ v3f axis, vup;
+ m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, vup );
+ v3_cross( vup, player.v, axis );
+ v3_normalize( axis );
+ player.land_log_count = 0;
+
+ m3x3_identity( player.vr );
+
+ for( int m=0;m<=5; m++ )
{
- 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] );
+ float vmod = ((float)m / 5.0f)*0.09f;
- 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 };
+ v3f pco, pco1, pv;
+ v3_copy( player.co, pco );
+ v3_copy( player.v, pv );
- 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 );
+ /*
+ * Try different 'rotations' of the velocity to find the best possible
+ * landing normal. This conserves magnitude at the expense of slightly
+ * unrealistic results
+ */
- 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, timestep * movespeed, move_vel );
- if( vg_get_button( "back" ) )
- v3_muladds( move_vel, lookdir, timestep *-movespeed, move_vel );
- if( vg_get_button( "left" ) )
- v3_muladds( move_vel, sidedir, timestep *-movespeed, move_vel );
- if( vg_get_button( "right" ) )
- v3_muladds( move_vel, sidedir, timestep * movespeed, move_vel );
-
- v3_muls( move_vel, 0.75f, move_vel );
- v3_add( move_vel, player.view, player.view );
+ m3x3f vr;
+ v4f vr_q;
- return;
+ q_axis_angle( vr_q, axis, vmod );
+ q_m3x3( vr_q, vr );
+
+ for( int i=0; i<50; i++ )
+ {
+ v3_copy( pco, pco1 );
+ apply_gravity( pv, pstep );
+
+ m3x3_mulv( vr, pv, pv );
+ v3_muladds( pco, pv, pstep, pco );
+
+ ray_hit contact;
+ v3f vdir;
+
+ v3_sub( pco, pco1, vdir );
+ contact.dist = v3_length( vdir );
+ v3_divs( vdir, contact.dist, vdir);
+
+ if( bvh_raycast( &world.geo, pco1, vdir, &contact ))
+ {
+ float land_delta = v3_dot( pv, contact.normal );
+
+ if( (land_delta < 0.0f) && (land_delta > best_velocity_delta) )
+ {
+ best_velocity_delta = land_delta;
+ best_velocity_mod = vmod;
+
+ v3_copy( contact.pos, player.land_target );
+
+ q_axis_angle( vr_q, axis, vmod*0.1f );
+ q_m3x3( vr_q, player.vr );
+ }
+
+ v3_copy( contact.pos,
+ player.land_target_log[player.land_log_count ++] );
+ break;
+ }
+ }
}
+
+ //v3_rotate( player.v, best_velocity_mod, axis, player.v );
- if( vg_get_button( "forward" ) )
+ return;
+ v3_muls( player.v, best_velocity_mod, player.v );
+}
+
+static int sample_if_resistant( v3f pos )
+{
+ v3f ground, norm;
+ v3_copy( pos, ground );
+
+ if( bvh_scene_sample( &world.geo, ground, norm ) )
{
- v3f dir = { 0.0f, 0.0f, -1.0f };
+ v3f angle;
+ v3_copy( player.v, angle );
+ v3_normalize( angle );
+ float resistance = v3_dot( norm, angle );
- m3x3_mulv( player.to_world, dir, dir );
- v3_muladds( player.v, dir, 5.0f * timestep, player.v );
+ if( resistance < 0.25f )
+ {
+ v3_copy( ground, pos );
+ return 1;
+ }
}
- /* Get front and back contact points */
- v3f contact_front, contact_back, fwd, fwd1, contact_norm, vup;
-
- m3x3_mulv( player.to_world, (v3f){0.0f,0.0f,-1.0f}, fwd );
- m3x3_mulv( player.to_world, (v3f){0.03f,0.0f,-1.0f}, fwd1 );
- m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, vup );
+ return 0;
+}
- v3_muladds( player.co, fwd, 1.0f, contact_front );
- v3_muladds( player.co, fwd,-1.0f, contact_back );
- v3_muladds( player.co, fwd1, 1.0f, contact_norm );
+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;
- sample_scene_height( &world_scene, contact_front );
- sample_scene_height( &world_scene, contact_back );
- sample_scene_height( &world_scene, contact_norm );
+ float klength = 0.65f;
+ m3x3_mulv( player.to_world, (v3f){ 0.0f, 0.0f,-1.0f}, fwd );
+ 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 );
+
+ v3f cn0, cn1, cn2;
+
+ int contact_count =
+ sample_if_resistant( contact_front ) +
+ sample_if_resistant( contact_back ) +
+ sample_if_resistant( contact_norm );
+
+ if( contact_count < 3 )
+ {
+ player_start_air();
+ return;
+ }
v3f norm;
v3f v0, v1;
- v3_sub( contact_back, contact_norm, v0 );
- v3_sub( contact_front, contact_norm, v1 );
+ v3_sub( contact_norm, contact_front, v0 );
+ v3_sub( contact_back, contact_front, v1 );
v3_cross( v1, v0, norm );
v3_normalize( norm );
- v3f gravity = { 0.0f, -9.6f, 0.0f };
- v3_muladds( player.v, gravity, timestep, player.v );
-
- v3f ground_pos;
- v3_copy( player.co, ground_pos );
- sample_scene_height( &world_scene, ground_pos );
+ vg_line( contact_norm, contact_front, 0xff00ff00 );
+ vg_line( contact_back, contact_front, 0xff0000ff );
- static int in_air = 1;
+ /* Surface alignment */
+ float angle = v3_dot( vup, norm );
+ v3_cross( vup, norm, axis );
- if( in_air )
+ if( angle < 0.999f )
{
- if( ground_pos[1] > player.co[1] )
- in_air = 0;
+ v4f correction;
+ q_axis_angle( correction, axis, acosf(angle) );
+ q_mul( correction, player.rot, player.rot );
}
- if( !in_air )
- {
- float resistance = v3_dot( norm, player.v );
+ float resistance = v3_dot( norm, player.v );
- if( resistance >= 0.0f )
- in_air = 1;
- else
- {
- v3_muladds( player.v, norm, -resistance, player.v );
- }
+ if( resistance >= 0.0f )
+ {
+ player_start_air();
+ return;
+ }
+ else
+ {
+ v3_muladds( player.v, norm, -resistance, player.v );
}
-
- /* vg_info( "%.3f | %.3f\n", player.v[1], resistance ); */
- v3_muladds( player.co, player.v, timestep, player.co );
+ /* This is where velocity integration used to be */
+
float slip = 0.0f;
- float yawamt = 0.0f;
- if( !in_air )
+ 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 = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]);
+ if( fabsf( slip ) > 1.2f )
+ slip = vg_signf( slip ) * 1.2f;
+ player.slip = slip;
+ player.reverse = -vg_signf(vel[2]);
+
+ float substep = ktimestep * 0.2f;
+ for( int i=0; i<5; i++ )
{
- player.co[1] = (contact_front[1]+contact_back[1])*0.5f;
+ 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;
+}
- vg_line( player.co, contact_front, 0xff00ffff );
- vg_line( player.co, contact_back, 0xff00ffa0 );
+static void draw_cross(v3f pos,u32 colour)
+{
+ v3f p0, p1;
+ v3_add( (v3f){ 1.0f,0.0f,0.0f}, pos, p0 );
+ v3_add( (v3f){-1.0f,0.0f,0.0f}, pos, p1 );
+ vg_line( p0, p1, colour );
+ v3_add( (v3f){0.0f, 1.0f,0.0f}, pos, p0 );
+ v3_add( (v3f){0.0f,-1.0f,0.0f}, pos, p1 );
+ vg_line( p0, p1, colour );
+ v3_add( (v3f){0.0f,0.0f, 1.0f}, pos, p0 );
+ v3_add( (v3f){0.0f,0.0f,-1.0f}, pos, p1 );
+ vg_line( p0, p1, colour );
+}
- /* Create the 'travel' vector */
- v3f travel;
- v3_sub( contact_front, contact_back, travel );
- v3_normalize( travel );
+static void player_physics_air(void)
+{
+ /* Debug prediciton */
- /* Apply gravity */
-#if 0
- float gravity_conversion = -v3_dot( travel, gravity );
- vel[2] += gravity_conversion * substep;
-#endif
+ 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 );
- /* Get localized (rotated) rigidbody forces
- * -z
- * ^
- * -|-
- * |
- * +z
- */
-
- v3f vel;
- m3x3_mulv( player.to_local, player.v, vel );
+ draw_cross( player.land_target, 0xff0000ff );
- /* Calculate local forces */
- slip = -vel[0] / vel[2];
- float substep = timestep * 0.2f;
+ v3f ground_pos, ground_norm;
+ v3_copy( player.co, ground_pos );
- if( fabsf( slip ) > 1.2f )
+ if( bvh_scene_sample( &world.geo, ground_pos, ground_norm ) )
+ {
+ if( ground_pos[1] > player.co[1] )
{
- slip = vg_signf( slip ) * 1.2f;
+ 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 );
+
+ 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 );
- for( int i=0; i<5; i++ )
+ ray_hit contact;
+ v3f vdir;
+
+ v3_sub( pco, pco1, vdir );
+ contact.dist = v3_length( vdir );
+ v3_divs( vdir, contact.dist, vdir);
+
+ if( bvh_raycast( &world.geo, pco1, vdir, &contact ))
{
- if( fabsf(vel[2]) >= 0.02f*substep )
- vel[2] += vg_signf( vel[2] ) * -0.02f * substep;
- if( fabsf(vel[0]) >= 6.0f*substep )
- vel[0] += vg_signf( vel[0] ) * -6.0f * substep;
+ v3f localup;
+ m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, localup );
+
+ float angle = v3_dot( localup, contact.normal );
+ v3f axis;
+ v3_cross( localup, contact.normal, axis );
+
+ if( angle < 0.99f )
+ {
+ v4f correction;
+ q_axis_angle( correction, axis, acosf(angle)*0.05f );
+ q_mul( correction, player.rot, player.rot );
+ }
+
+ draw_cross( contact.pos, 0xffff0000 );
+
+ break;
}
-
- m3x3_mulv( player.to_world, vel, player.v );
+ }
- if( vg_get_button( "yawl" ) )
- yawamt = 1.6f * timestep;
- if( vg_get_button( "yawr" ) )
- yawamt = -1.6f * timestep;
-
- yawamt -= vg_get_axis( "horizontal" ) * 1.6f * timestep;
+ player.iY -= vg_get_axis( "horizontal" ) * 3.6f * ktimestep;
+}
- }
+static void player_animate(void);
+static void player_update(void)
+{
+ static int clock = 0;
+
+ clock ++;
+ if( clock >= clock_divider )
+ clock = 0;
else
+ return;
+
+ /* temp */
+ if( freecam )
+ {
+ player_freecam();
+ return;
+ }
+
+ if( vg_get_axis("grabl")>0.0f)
+ reset_player(0,NULL);
+ if( vg_get_button( "push" ) )
{
- yawamt -= vg_get_axis( "horizontal" ) * 3.6f * timestep;
+ 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 );
}
- v4f rotate;
- q_axis_angle( rotate, vup, yawamt );
+ 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 );
+
+ static float siY = 0.0f;
+
+ 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.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();
+
+ if( !player.in_air )
+ player_physics_ground();
- /* Creating a skeleton of the player dynamically */
- float kheight = 1.8f,
- kleg = 0.6f;
+ /* Camera and character */
- v2f ac;
+ player_transform_update();
+ q_normalize(player.rot);
+ player_animate();
+}
+
+void vg_update(void)
+{
+ player_update();
+ bvh_debug( &world.geo, player.co );
+}
+static void player_animate(void)
+{
+ /* Camera position */
static v3f last_vel = { 0.0f, 0.0f, 0.0f };
- static v3f bob, bob1;
+ static v3f momentum, bob;
v3_sub( player.v, last_vel, player.a );
v3_copy( player.v, last_vel );
- v3_add( bob, player.a, bob );
- bob[0] = vg_clampf( bob[0], -0.4f, 1.0f );
- bob[1] = vg_clampf( bob[1], -0.4f, 1.3f );
- bob[2] = vg_clampf( bob[2], -0.4f, 1.0f );
-
- v3_lerp( bob, (v3f){ 0.0f, 0.0f, 0.0f }, 0.1f, bob );
- v3_lerp( bob1, bob, 0.1f, bob1 );
+ 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 */
- head[0] = (-sinf(slip)*0.9f * kheight + bob1[0]*0.6f) * 0.54f;
- head[1] = cosf(slip)*0.9f * kheight +-bob1[1]*1.4f;
- head[2] = 0.0f;
+ 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 );
- m4x3_mulv( player.to_world, head, head );
- v3_copy( head, player.view );
+ float kheight = 2.0f,
+ kleg = 0.6f;
- player_transform_update();
-}
+ 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;
-static void debug_grid( v3f at )
-{
- v3f base;
- v3_floor( at, base );
+ 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 );
- for( int y=0; y<16; y++ )
+#if 0
+ if( !freecam )
{
- vg_line( (v3f){ base[0] - 8, base[1], base[2]+y-8 },
- (v3f){ base[0] + 8, base[1], base[2]+y-8 },
- 0x40ffffff );
+ v3_copy( head, player.view );
+ v3f camoffs = {-0.2f,-0.6f,0.00f};
+ v3_add( player.view, camoffs, player.view );
}
- for( int x=0; x<16; x++ )
+#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 )
{
- vg_line( (v3f){ base[0]+x-8, base[1], base[2]-8 },
- (v3f){ base[0]+x-8, base[1], base[2]+8 },
- 0x40ffffff );
+ 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] );
+ q_axis_angle( rx, (v3f){ 1.0f, 0.0f, 0.0f }, player.board_xy[1] );
+ q_mul( rx, rz, board_rotation );
+
+ v3f *mboard = player.mdl.matrices[k_chpart_board];// player.mboard;
+ q_m3x3( board_rotation, mboard );
+ m3x3_mulv( mboard, (v3f){ 0.0f, -0.5f, 0.0f }, board_location );
+ v3_add( (v3f){0.0f,0.5f,0.0f}, board_location, board_location );
+ v3_copy( board_location, mboard[3] );
+
+
+ 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 );
+
+
+ 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;
+
+ if( player.grab > 0.1f )
+ {
+ m4x3_mulv( mboard, (v3f){0.1f,0.14f,0.6f},
+ player.handl_target );
+ }
+ }
+ else
+ {
+ //foot_r *= 1.0f-tuck_amt*1.4f;
+
+ if( player.grab > 0.1f )
+ {
+ m4x3_mulv( mboard, (v3f){0.1f,0.14f,-0.6f},
+ player.handr_target );
+ }
+ }
+ }
+
+ 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, player.mdl.ik_arm_l.end );
+ v3_copy( player.handr, player.mdl.ik_arm_r.end );
+
+ /* Head rotation */
+
+ 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 */
+ vg_tex2d_bind( &tex_pallet, 0 );
+
+ m4x3_copy( player.to_world, player.mdl.mroot );
+ character_eval( &player.mdl );
+ character_draw( &player.mdl, 1.0f );
+}
+
+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 );
}
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(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 );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
v3f pos_inv;
- v3_negate( player.view, pos_inv );
+ static v3f cam_lerped = {0.0f,0.0f,0.0f};
+ v3_lerp( cam_lerped, player.view, 0.08f, cam_lerped );
- float speed = v3_length( player.v );
+ if( !freecam )
+ m4x3_mulv( player.to_world, cam_lerped, pos_inv );
+ else
+ v3_add( player.co, player.view, pos_inv );
+ v3_negate( pos_inv, pos_inv );
+
+ 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;
+
+ v2_lerp( cam_lerped_dir, player.look_dir, 0.04f, cam_lerped_dir );
+
m4x3_identity( world_matrix );
m4x3_rotate_x( world_matrix,
- freecam? player.look_dir[1]: 0.3f+shake[1]*0.04f );
- m4x3_rotate_y( world_matrix, player.look_dir[0]+shake[0]*0.02f );
- m4x3_translate( world_matrix, pos_inv );
+ 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_translate( world_matrix, final );
m4x4f world_4x4;
m4x3_expand( world_matrix, world_4x4 );
-
m4x4_projection( vg_pv,
- freecam? 90.0f: 130.0f,
+ freecam? 60.0f: 120.0f,
(float)vg_window_x / (float)vg_window_y,
0.01f, 1000.0f );
m4x4_mul( vg_pv, world_4x4, vg_pv );
- if( debugroad )
- draw_road_patch_dev( &road_main );
-
vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 1.0f, 0.0f, 0.0f }, 0xffff0000 );
vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 1.0f, 0.0f }, 0xff00ff00 );
vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 0.0f, 1.0f }, 0xff0000ff );
- v3f board_fwd = { 0.0f, 0.0f, -1.0f };
- v3f board_side = { 1.0f, 0.0f, 0.0f };
+ glEnable( GL_DEPTH_TEST );
+
+ /*
+ * Draw world
+ */
+ SHADER_USE(shader_standard_lit);
- m3x3_mulv( player.to_world, board_fwd, board_fwd );
- m3x3_mulv( player.to_world, board_side, board_side );
+ m4x3f identity_matrix;
+ m4x3_identity( identity_matrix );
- v3f bnw, bne, bse, bsw;
-
- v3_muladds( player.co, board_fwd, 0.75f, bnw );
- v3_muladds( player.co, board_fwd, -0.75f, bsw );
- v3_muladds( bnw, board_side, 0.1f, bne );
- v3_muladds( bnw, board_side, -0.1f, bnw );
- v3_muladds( bsw, board_side, 0.1f, bse );
- v3_muladds( bsw, board_side, -0.1f, bsw );
+ 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_line( bnw, bne, 0xff00ff00 );
- vg_line( bne, bse, 0xff00ff00 );
- vg_line( bse, bsw, 0xff00ff00 );
- vg_line( bsw, bnw, 0xff00ff00 );
+ vg_tex2d_bind( &tex_grid, 0 );
+ glUniform1i( SHADER_UNIFORM( shader_standard_lit, "uTexMain" ), 0 );
- glEnable( GL_DEPTH_TEST );
+ glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"),
+ 0.4f,0.4f,0.4f,1.0f );
- SHADER_USE( shader_debug_vcol );
- m4x3f temp;
- m4x4f temp1;
+ scene_bind( &world.geo );
+ scene_draw( &world.geo );
- vg_tex2d_bind( &tex_grid, 0 );
- scene_tree_sway = 0.0f;
+ 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 ++;
- m4x3_identity( temp );
- m4x3_expand( temp, temp1 );
- glUniformMatrix4fv( SHADER_UNIFORM( shader_debug_vcol, "uMdl" ),
- 1, GL_FALSE, (float *)temp1 );
- scene_draw( &player_scene, -1, 0 );
+ if( replay_buffer_frame == REPLAY_LENGTH )
+ replay_buffer_frame = 0;
+
+ vg_tex2d_bind( &tex_pallet, 0 );
+ character_draw( &player.mdl, 0.0f );
+ player_animate();
+ }
+
+
+
+ /* 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 );
- m4x3_identity( temp );
- m4x3_expand( temp, temp1 );
- glUniformMatrix4fv( SHADER_UNIFORM( shader_debug_vcol, "uMdl" ),
- 1, GL_FALSE, (float *)temp1 );
+ /* Clear out the colour buffer, but keep depth */
+ glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+ glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
+
+#if 1
+ glClear( GL_COLOR_BUFFER_BIT );
+#else
+ glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
+#endif
- vg_tex2d_bind( &tex_norwey, 0 );
- scene_tree_sway = 0.1f;
- scene_draw( &test_scene, -1, 0 );
+ if( !freecam )
+ draw_player();
- vg_tex2d_bind( &tex_grid, 0 );
- scene_tree_sway = 0.0f;
- scene_draw( &world_scene, world_terrain_count, 0 );
+ /* 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_USE( shader_blit );
+
+ glUniform1i( SHADER_UNIFORM(shader_blit,"uTexMain"), 0 );
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture( GL_TEXTURE_2D, render.rgb_background );
+
+ glBindVertexArray( render.fsquad.vao );
+ glDrawArrays( GL_TRIANGLES, 0, 6 );
- vg_tex2d_bind( &tex_road, 0 );
- scene_draw( &world_scene, world_road_count, world_terrain_count );
+ glDisable(GL_BLEND);
+ /* Other shite */
glDisable( GL_DEPTH_TEST );
+ vg_lines_drawall( (float *)vg_pv );
+
+ /* Debugger camera */
+ glViewport( 0,0, 800, 800 );
+ glClearColor( 0.1f, 0.0f, 0.2f, 1.0f );
+ glClear( GL_DEPTH_BUFFER_BIT );
+
+ m4x3_identity( world_matrix );
+
+ v3f debugcam;
+ v3_negate( player.co, debugcam );
+ debugcam[2] -= 2.0f;
+ debugcam[1] -= 0.7f;
+
+ m4x3_translate( world_matrix, debugcam );
+ m4x3_expand( world_matrix, world_4x4 );
+
+ m4x4_projection( vg_pv,
+ 100.0f,
+ (float)128.0f / (float)128.0f,
+ 0.01f, 1000.0f );
+ m4x4_mul( vg_pv, world_4x4, vg_pv );
+
+ if(sv_debugcam)
+ {
+ glEnable( GL_DEPTH_TEST );
+ draw_player();
+ }
+
+ glDisable( GL_DEPTH_TEST );
+ vg_lines_drawall( (float *)vg_pv );
+
+ glViewport( 0,0, vg_window_x, vg_window_y );
+
+
+ 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;
+ }
}
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 );
}
}