#include "model.h"
#include "ik.h"
+SHADER_DEFINE( shader_player,
+
+ /*Include*/ VERTEX_STANDARD_ATTRIBUTES
+
+ "uniform mat4 uPv;"
+ "uniform mat4x3 uMdl;"
+ "uniform vec3 uOpacityLight;"
+ ""
+ "out vec4 aColour;"
+ "out vec2 aUv;"
+ "out vec3 aNorm;"
+ "out vec3 aCo;"
+ "out float aOpacity;"
+ ""
+ "void main()"
+ "{"
+ "vec3 world_pos = uMdl * vec4(a_co,1.0);"
+ "gl_Position = uPv * vec4(world_pos,1.0);"
+
+ "aColour = a_colour;"
+ "aUv = a_uv;"
+ "aNorm = mat3(uMdl) * a_norm;"
+ "aCo = a_co;"
+ "aOpacity = 1.0-(gl_Position.y+0.5);"
+ "}",
+ /* Fragment */
+ "out vec4 FragColor;"
+ ""
+ "uniform sampler2D uTexMain;"
+ "uniform vec4 uColour;"
+ ""
+ "in vec4 aColour;"
+ "in vec2 aUv;"
+ "in vec3 aNorm;"
+ "in vec3 aCo;"
+ "in float aOpacity;"
+ ""
+ "void main()"
+ "{"
+ "vec3 diffuse = texture( uTexMain, aUv ).rgb;"
+ "FragColor = vec4(pow(diffuse,vec3(1.0)),aOpacity);"
+ "}"
+ ,
+ UNIFORMS({ "uTexMain", "uPv", "uMdl", "uOpacityLight" })
+)
+
#define FOREACH_PART(FN) \
FN( body0 ) \
FN( body1 ) \
FN( leg_r0 ) \
FN( leg_r1 ) \
FN( foot_r ) \
- FN( wheels ) \
+ FN( wf ) \
+ FN( wb ) \
FN( board ) \
#define MAKE_ENUM(ENUM) k_chpart_##ENUM,
struct ik_basic ik_arm_l, ik_arm_r,
ik_leg_l, ik_leg_r,
ik_body;
+ v3f cam_pos;
v4f qhead;
float rhip, rcollar, /* twist of hip and collar controls,
these act in the local +y axis of the part */
+ rhead,
rfootl, rfootr,
rhandl, rhandr;
character_offset( ch, k_chpart_body0, k_chpart_leg_r0 );
character_offset( ch, k_chpart_leg_r0, k_chpart_leg_r1 );
character_offset( ch, k_chpart_leg_r1, k_chpart_foot_r );
+
+ character_offset( ch, k_chpart_board, k_chpart_wb );
+ character_offset( ch, k_chpart_board, k_chpart_wf );
ch->ik_arm_l.l1 = v3_length( ch->offsets[ k_chpart_arm_l1 ] );
ch->ik_arm_l.l2 = v3_length( ch->offsets[ k_chpart_hand_l ] );
m4x3_mulv( mats[k_chpart_body1], offs[k_chpart_neck],
mats[k_chpart_neck][3] );
- m3x3_copy( mats[k_chpart_neck], mats[k_chpart_head] );
+ v4f qhead;
+ q_axis_angle( qhead, (v3f){ 0.0f,1.0f,0.0f }, ch->rhead );
+ q_m3x3( qhead, mats[k_chpart_head] );
+ //m3x3_mul( mats[k_chpart_neck], mats[k_chpart_head], mats[k_chpart_head] );
m4x3_mulv( mats[k_chpart_neck], offs[k_chpart_head], mats[k_chpart_head][3]);
for( int i=0; i<PART_COUNT; i++ )
m4x3_mul( ch->mroot, ch->matrices[i], ch->matrices[i] );
}
+#define B3D_CO( X, Y, Z ) (v3f){ X, Z, -Y }
+
+struct character_rig_lower
+{
+ v3f b0, b1, p, fr, fl, pl, pr, hl, hr, apl, apr, cam;
+};
+
+static struct character_rig_lower character_pose_aero =
+{
+ .b0 = {0.0721f, 0.8167f, 0.1365f},
+ .b1 = {-0.0773f, 1.1559f, -0.1699f},
+ .p = {0.0421f, 1.1430f, 0.2803f},
+ .fr = {0.0535f, 0.1312f, -0.3647f},
+ .fl = {-0.0605f, 0.1464f, 0.2917f},
+ .pl = {-0.1704f, 0.6889f, -0.4017f},
+ .pr = {0.0672f, 0.7598f, -0.5963f},
+ .hl = {-0.2153f, 0.7195f, -0.1345f},
+ .hr = {0.1974f, 0.7940f, -0.3522f},
+ .apl = {-0.2008f, 0.9546f, 0.3687f},
+ .apr = {0.3133f, 0.9299f, 0.0181f},
+ .cam = {-0.3394f, 1.2661f, 0.2936f}
+};
+
+static struct character_rig_lower character_pose_slide =
+{
+ .b0 = {0.6732f, 0.5565f, -0.0000f},
+ .b1 = {0.8116f, 1.0547f, 0.0613f},
+ .p = {1.0404f, 0.7907f, 0.0186f},
+ .fr = {-0.0030f, 0.1366f, -0.4461f},
+ .fl = {-0.0030f, 0.1366f, 0.3480f},
+ .pl = {-0.0887f, 0.8229f, 0.3826f},
+ .pr = {-0.0887f, 0.8229f, -0.4621f},
+ .hl = {0.7749f, 0.5545f, 0.5310f},
+ .hr = {0.5844f, 1.2445f, -0.5456f},
+ .apl = {1.0999f, 0.5390f, 0.2398f},
+ .apr = {0.9816f, 0.9536f, -0.5463f},
+ .cam = {0.9888f, 1.4037f, 0.6081f}
+};
+
+static struct character_rig_lower character_pose_slide1 =
+{
+ .b0 = {-0.2385f, 0.6403f, 0.1368f},
+ .b1 = {-0.5151f, 1.1351f, 0.1380f},
+ .p = {-0.1158f, 1.2118f, 0.3895f},
+ .fr = {-0.0030f, 0.1323f, -0.3190f},
+ .fl = {-0.0030f, 0.1323f, 0.5797f},
+ .pl = {-0.6568f, 0.4305f, 0.2069f},
+ .pr = {-0.6850f, 0.2740f, -0.2969f},
+ .hl = {-0.7029f, 0.6132f, 0.2972f},
+ .hr = {-0.2572f, 1.0104f, -0.4770f},
+ .apl = {-0.4808f, 0.8480f, 0.3731f},
+ .apr = {-0.0836f, 1.0480f, -0.1201f},
+ .cam = {-1.0508f, 1.0769f, 0.0528f}
+};
+
+static struct character_rig_lower character_pose_aero_reverse =
+{
+ .b0 = {0.0616f, 0.8167f, -0.1415f},
+ .b1 = {0.0148f, 1.1559f, 0.1861f},
+ .p = {0.0558f, 1.1430f, -0.2779f},
+ .fr = {0.0535f, 0.1312f, -0.3647f},
+ .fl = {0.0730f, 0.1464f, 0.2917f},
+ .pl = {-0.2073f, 0.6889f, 0.3839f},
+ .pr = {-0.3584f, 0.4069f, 0.1032f},
+ .hl = {0.1567f, 0.7195f, 0.1997f},
+ .hr = {-0.3055f, 0.7940f, 0.2639f},
+ .apl = {0.3143f, 0.9546f, -0.2784f},
+ .apr = {-0.2885f, 0.9299f, -0.1236f},
+ .cam = {-0.3394f, 1.2661f, -0.2936f}
+};
+
+static struct character_rig_lower character_pose_stand =
+{
+ .b0 = {0.1877f, 1.0663f, 0.0063f},
+ .b1 = {0.0499f, 1.5564f, -0.0584f},
+ .p = {0.5982f, 1.2810f, 0.0842f},
+ .fr = {0.0535f, 0.1312f, -0.3647f},
+ .fl = {0.0354f, 0.1464f, 0.2917f},
+ .pl = {-0.4325f, 0.6889f, 0.1823f},
+ .pr = {-0.4794f, 0.7598f, -0.3610f},
+ .hl = {0.0498f, 1.0058f, 0.2317f},
+ .hr = {0.0188f, 0.9786f, -0.2725f},
+ .apl = {0.2898f, 1.3453f, 0.2303f},
+ .apr = {0.5273f, 1.2876f, -0.1848f},
+ .cam = {-0.3477f, 1.5884f, -0.0019f}
+};
+
+static struct character_rig_lower character_pose_fly =
+{
+ .b0 = {0.2995f, 0.6819f, -0.1369f},
+ .b1 = {0.1618f, 1.1720f, -0.2016f},
+ .p = {0.7477f, 0.9173f, -0.1885f},
+ .fr = {0.0535f, 0.1312f, -0.3647f},
+ .fl = {0.0354f, 0.1464f, 0.2917f},
+ .pl = {-0.2930f, 0.4849f, 0.5307f},
+ .pr = {-0.4754f, 0.4124f, -0.4874f},
+ .hl = {0.2650f, 1.1897f, 0.4626f},
+ .hr = {0.2494f, 1.2059f, -0.7985f},
+ .apl = {0.5165f, 1.0990f, 0.1655f},
+ .apr = {0.6759f, 1.0661f, -0.6014f},
+ .cam = {-0.2727f, 1.2606f, 0.3564f}
+};
+
+static void character_rig_lower_blend( struct character *ch,
+ struct character_rig_lower *pose, float q )
+{
+ v3_muladds( ch->ik_body.base, pose->b0, q, ch->ik_body.base );
+ v3_muladds( ch->ik_body.end, pose->b1, q, ch->ik_body.end );
+ v3_muladds( ch->ik_body.pole, pose->p, q, ch->ik_body.pole );
+ v3_muladds( ch->ik_leg_l.end, pose->fl, q, ch->ik_leg_l.end );
+ v3_muladds( ch->ik_leg_l.pole, pose->pl, q, ch->ik_leg_l.pole );
+ v3_muladds( ch->ik_leg_r.end, pose->fr, q, ch->ik_leg_r.end );
+ v3_muladds( ch->ik_leg_r.pole, pose->pr, q, ch->ik_leg_r.pole );
+ v3_muladds( ch->ik_arm_l.pole, pose->apl, q, ch->ik_arm_l.pole );
+ v3_muladds( ch->ik_arm_r.pole, pose->apr, q, ch->ik_arm_r.pole );
+ v3_muladds( ch->ik_arm_l.end, pose->hl, q, ch->ik_arm_l.end );
+ v3_muladds( ch->ik_arm_r.end, pose->hr, q, ch->ik_arm_r.end );
+ v3_muladds( ch->cam_pos, pose->cam, q, ch->cam_pos );
+}
+
+static void character_pose_with_tilt( struct character *ch, v3f cog,
+ struct character_rig_lower *pose, float q )
+{
+ struct character_rig_lower npose;
+ float dip = vg_clampf(cog[1], -1.0f, 0.3f) * 0.35f,
+ tilt = vg_clampf(cog[2], -1.0f, 1.0f) * 0.3f;
+
+ v4f rz; m4x3f tr;
+ q_axis_angle( rz, (v3f){0.0f,0.0f,1.0f}, -cog[0]*0.6f );
+ q_m3x3( rz, tr );
+ v3_copy( (v3f){0.0f,dip,tilt}, tr[3] );
+
+ m4x3_mulv( tr, pose->b0, npose.b0 );
+ m4x3_mulv( tr, pose->b1, npose.b1 );
+ m4x3_mulv( tr, pose->p, npose.p );
+ m4x3_mulv( tr, pose->pl, npose.pl );
+ m4x3_mulv( tr, pose->pr, npose.pr );
+ m4x3_mulv( tr, pose->hl, npose.hl );
+ m4x3_mulv( tr, pose->hr, npose.hr );
+ m4x3_mulv( tr, pose->apl, npose.apl );
+ m4x3_mulv( tr, pose->apr, npose.apr );
+
+ v3_copy( pose->fr, npose.fr );
+ v3_copy( pose->fl, npose.fl );
+ v3_copy( pose->cam, npose.cam );
+
+ character_rig_lower_blend( ch, &npose, q );
+}
+
+static void zero_ik_basic( struct ik_basic *ik )
+{
+ v3_zero( ik->base );
+ v3_zero( ik->end );
+ v3_zero( ik->pole );
+}
+
+static void character_pose_reset( struct character *ch )
+{
+ zero_ik_basic( &ch->ik_body );
+ zero_ik_basic( &ch->ik_leg_l );
+ zero_ik_basic( &ch->ik_leg_r );
+ zero_ik_basic( &ch->ik_arm_l );
+ zero_ik_basic( &ch->ik_arm_r );
+ v3_zero( ch->cam_pos );
+}
+
static void character_testpose( struct character *ch, float t )
{
/* Body */
q_identity( ch->qhead );
m4x3_identity( ch->matrices[k_chpart_board] );
- m4x3_identity( ch->matrices[k_chpart_wheels] );
+ m4x3_identity( ch->matrices[k_chpart_wb] );
+ m4x3_identity( ch->matrices[k_chpart_wf] );
}
-static void character_draw( struct character *ch, int temp )
+static void character_draw( struct character *ch )
{
- mesh_bind( &ch->mesh );
+ SHADER_USE(shader_player);
+ glUniformMatrix4fv( SHADER_UNIFORM( shader_player, "uPv" ),
+ 1, GL_FALSE, (float *)vg_pv );
+
+ glUniform1i( SHADER_UNIFORM( shader_player, "uTexMain" ), 0 );
+ glUniform3fv( SHADER_UNIFORM( shader_player, "uOpacityLight" ), 1,
+ ch->matrices[k_chpart_neck][3] );
+ GLint kuMdl = SHADER_UNIFORM( shader_player, "uMdl" );
+
glEnable( GL_CULL_FACE );
glCullFace( GL_BACK );
+ mesh_bind( &ch->mesh );
+
for( int i=0; i<PART_COUNT; i++ )
{
- glUniformMatrix4x3fv( temp, 1, GL_FALSE, (float *)ch->matrices[i] );
+ glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)ch->matrices[i] );
submodel_draw( &ch->parts[i] );
}
}
+static void character_shader_register(void)
+{
+ SHADER_INIT(shader_player);
+}
+
#undef FOREACH_PART
#undef MAKE_ENUM
#undef MAKE_STRING