new characters and anim blending
[carveJwlIkooP6JGAAIwe30JlM.git] / character.h
index 27430b444b6eb343e8af6d305c5f780c6b9415b0..762511ffa61af735b80e84c16fc6461db108febe 100644 (file)
@@ -5,6 +5,52 @@
 #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 ) \
@@ -22,7 +68,8 @@
    FN( leg_r0 ) \
    FN( leg_r1 ) \
    FN( foot_r ) \
-   FN( wheels ) \
+   FN( wf ) \
+   FN( wb ) \
    FN( board ) \
 
 #define MAKE_ENUM(ENUM) k_chpart_##ENUM,
@@ -59,10 +106,12 @@ struct character
    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;
 
@@ -135,6 +184,9 @@ static int character_load( struct character *ch, const char *name )
    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 ] );
@@ -210,13 +262,182 @@ static void character_eval( struct character *ch )
    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 */
@@ -275,23 +496,39 @@ static void character_testpose( struct character *ch, float t )
    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