- 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,
- .data_type = k_convar_dtype_i32,
- .opt_i32 = { .min=0, .max=1, .clamp=0 },
- .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_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" );
- character_init_ragdoll( &player.mdl );
-
- /* Setup scene */
- scene_init( &world.geo );
- model *mworld = vg_asset_read( "models/mp_dev.mdl" );
-
- 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.sm_road );
-
- 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.sm_terrain );
-
- 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( 1, (const char *[]){ "tutorial" } );
- 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);
-
- 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;
-
-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 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 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=-3;m<=12; m++ )
- {
- 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
- * landing normal. This conserves magnitude at the expense of slightly
- * unrealistic results
- */
-
- m3x3f vr;
- v4f vr_q;
-
- 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);