switch to raycast & bvh
[carveJwlIkooP6JGAAIwe30JlM.git] / character.h
index 762511ffa61af735b80e84c16fc6461db108febe..51f2c16231af84491768951623b1b5a953250e23 100644 (file)
@@ -11,7 +11,7 @@ SHADER_DEFINE( shader_player,
 
        "uniform mat4 uPv;"
    "uniform mat4x3 uMdl;"
-   "uniform vec3 uOpacityLight;"
+   "uniform float uOpacity;"
    ""
    "out vec4 aColour;"
    "out vec2 aUv;"
@@ -28,7 +28,7 @@ SHADER_DEFINE( shader_player,
       "aUv = a_uv;"
       "aNorm = mat3(uMdl) * a_norm;"
       "aCo = a_co;"
-      "aOpacity = 1.0-(gl_Position.y+0.5);"
+      "aOpacity = 1.0-(gl_Position.y+0.5)*uOpacity;"
        "}",
    /* Fragment */
        "out vec4 FragColor;"
@@ -48,7 +48,7 @@ SHADER_DEFINE( shader_player,
       "FragColor = vec4(pow(diffuse,vec3(1.0)),aOpacity);"
        "}"
        ,
-       UNIFORMS({ "uTexMain", "uPv", "uMdl", "uOpacityLight" })
+       UNIFORMS({ "uTexMain", "uPv", "uMdl", "uOpacity" })
 )
 
 #define FOREACH_PART(FN) \
@@ -274,12 +274,13 @@ static void character_eval( struct character *ch )
 
 #define B3D_CO( X, Y, Z ) (v3f){ X, Z, -Y }
 
-struct character_rig_lower
+typedef struct character_pose character_pose;
+struct character_pose
 {
    v3f b0, b1, p, fr, fl, pl, pr, hl, hr, apl, apr, cam;
 };
 
-static struct character_rig_lower character_pose_aero =
+static character_pose pose_aero =
 {
   .b0 =  {0.0721f, 0.8167f, 0.1365f},
   .b1 =  {-0.0773f, 1.1559f, -0.1699f},
@@ -295,7 +296,7 @@ static struct character_rig_lower character_pose_aero =
   .cam = {-0.3394f, 1.2661f, 0.2936f}
 };
 
-static struct character_rig_lower character_pose_slide =
+static character_pose pose_slide =
 {
   .b0 =  {0.6732f, 0.5565f, -0.0000f},
   .b1 =  {0.8116f, 1.0547f, 0.0613f},
@@ -311,7 +312,7 @@ static struct character_rig_lower character_pose_slide =
   .cam = {0.9888f, 1.4037f, 0.6081f}
 };
 
-static struct character_rig_lower character_pose_slide1 =
+static character_pose pose_slide1 =
 {
   .b0 =  {-0.2385f, 0.6403f, 0.1368f},
   .b1 =  {-0.5151f, 1.1351f, 0.1380f},
@@ -327,7 +328,7 @@ static struct character_rig_lower character_pose_slide1 =
   .cam = {-1.0508f, 1.0769f, 0.0528f}
 };
 
-static struct character_rig_lower character_pose_aero_reverse =
+static character_pose pose_aero_reverse =
 {
   .b0 =  {0.0616f, 0.8167f, -0.1415f},
   .b1 =  {0.0148f, 1.1559f, 0.1861f},
@@ -343,7 +344,7 @@ static struct character_rig_lower character_pose_aero_reverse =
   .cam = {-0.3394f, 1.2661f, -0.2936f}
 };
 
-static struct character_rig_lower character_pose_stand =
+static character_pose pose_stand =
 {
   .b0 =  {0.1877f, 1.0663f, 0.0063f},
   .b1 =  {0.0499f, 1.5564f, -0.0584f},
@@ -359,7 +360,7 @@ static struct character_rig_lower character_pose_stand =
   .cam = {-0.3477f, 1.5884f, -0.0019f}
 };
 
-static struct character_rig_lower character_pose_fly =
+static character_pose pose_fly =
 {
   .b0 =  {0.2995f, 0.6819f, -0.1369f},
   .b1 =  {0.1618f, 1.1720f, -0.2016f},
@@ -375,8 +376,8 @@ static struct character_rig_lower character_pose_fly =
   .cam = {-0.2727f, 1.2606f, 0.3564f}
 };
 
-static void character_rig_lower_blend( struct character *ch, 
-      struct character_rig_lower *pose, float q )
+static 
+void character_pose_blend( struct character *ch, character_pose *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 );
@@ -392,10 +393,11 @@ static void character_rig_lower_blend( struct character *ch,
    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 )
+static 
+void character_final_pose( struct character *ch, v3f cog,
+      character_pose *pose, float q )
 {
-   struct character_rig_lower npose;
+   character_pose npose;
    float dip = vg_clampf(cog[1], -1.0f, 0.3f) * 0.35f,
          tilt = vg_clampf(cog[2], -1.0f, 1.0f) * 0.3f;
 
@@ -418,7 +420,7 @@ static void character_pose_with_tilt( struct character *ch, v3f cog,
    v3_copy( pose->fl, npose.fl );
    v3_copy( pose->cam, npose.cam );
    
-   character_rig_lower_blend( ch, &npose, q );
+   character_pose_blend( ch, &npose, q );
 }
 
 static void zero_ik_basic( struct ik_basic *ik )
@@ -500,15 +502,14 @@ static void character_testpose( struct character *ch, float t )
    m4x3_identity( ch->matrices[k_chpart_wf] );
 }
 
-static void character_draw( struct character *ch )
+static void character_draw( struct character *ch, float temp )
 {
    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] );
+   glUniform1f( SHADER_UNIFORM( shader_player, "uOpacity" ), temp );
 
    GLint kuMdl = SHADER_UNIFORM( shader_player, "uMdl" );
    
@@ -529,8 +530,4 @@ static void character_shader_register(void)
    SHADER_INIT(shader_player);
 }
 
-#undef FOREACH_PART
-#undef MAKE_ENUM
-#undef MAKE_STRING
-#undef ADD_ONE
 #endif