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[] )
{
struct character mdl;
- /* Opengl */
-#if 0
- glmesh mesh;
- submodel legl,
- legu,
- board,
- torso,
- wheels,
- foot,
-
- /* NEW MODEL */
- leg_r0, leg_r1, foot_r,
- leg_l0, leg_l1, foot_l,
- arm_r0, arm_r1, hand_r,
- arm_l0, arm_l1, hand_l,
- body, head;
-
- /* Rendering */
- m4x3f mleg_l, mknee_l, mleg_r, mknee_r, mboard;
- m4x3f marm_l, melbow_l, marm_r, melbow_r, mbutt,
- mfoot_l, mfoot_r;
-#endif
-
v3f handl_target, handr_target,
handl, handr;
}
static struct gworld
{
- glmesh skydome;
- glmesh cement;
-
- scene foliage, /* Tree shader */
- geo, /* Std shader, collisions */
- detail; /* Std shader, no collisions */
-
+ scene geo;
submodel terrain,
terrain_rocks,
terrain_road;
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();
void vg_start(void)
{
+ replay_buffer = malloc( sizeof(m4x3f) * REPLAY_LENGTH * (PART_COUNT) );
+
vg_tex2d_init( texture_list, vg_list_size( texture_list ) );
+ 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",
.data = &freecam,
character_load( &player.mdl, "ch_default" );
- /* temp */
- model *cement_model = vg_asset_read("models/cement_r1.mdl" );
- model_unpack( cement_model, &world.cement );
- free( cement_model );
-
/* Setup scene */
scene_init( &world.geo );
- scene_init( &world.detail );
- scene_init( &world.foliage );
-
- model *mworld = vg_asset_read( "models/free_dev.mdl" );
- model *mtest = vg_asset_read( "models/test.mdl" );
-
- model *msky = vg_asset_read( "models/skydome.mdl" );
- model_unpack( msky, &world.skydome );
- free( msky );
-
- 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.terrain );
-
- scene_add_model( &world.geo, mworld, submodel_get( mworld, "terrain_rocks" ),
- (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
- scene_copy_slice( &world.geo, &world.terrain_rocks );
-
- submodel *ptree = submodel_get( mtest, "tree" ),
- *pt_groundcover[] =
- {
- submodel_get( mtest, "bush" ),
- submodel_get( mtest, "bush" ),
- submodel_get( mtest, "blubber" ),
- };
-
- /* Sprinkle some trees in the terrain areas */
- v3f range;
- v3_sub( world.geo.bbx[1], world.geo.bbx[0], range );
-
-#ifdef VG_RELEASE
- int const ktree_count = 8000,
- kfoliage_count = 200000;
-#else
- int const ktree_count = 200,
- kfoliage_count = 0;
-#endif
-
- for( int i=0; i<ktree_count; i++ )
- {
- v3f pos = { vg_randf(), 0.0f, vg_randf() },
- norm;
-
- v3_muladd( world.geo.bbx[0], pos, range, pos );
-
- if( sample_scene_height( &world.geo, pos, norm ) )
- {
- if( v3_dot( norm, (v3f){ 0.0f, 1.0f, 0.0f } ) > 0.9f )
- {
- scene_add_model( &world.foliage, mtest, ptree,
- pos, vg_randf() * VG_TAUf, vg_randf() * 0.5f + 0.5f );
- }
- }
- }
-
- for( int i=0; i<kfoliage_count; i++ )
- {
- v3f pos = { vg_randf(), 0.0f, vg_randf() },
- norm;
-
- v3_muladd( world.geo.bbx[0], pos, range, pos );
-
- if( sample_scene_height( &world.geo, pos, norm ) )
- {
- if( v3_dot( norm, (v3f){ 0.0f, 1.0f, 0.0f } ) > 0.7f )
- {
- scene_add_model( &world.foliage, mtest,
- pt_groundcover[rand()%vg_list_size(pt_groundcover)],
- pos, vg_randf() * VG_TAUf, vg_randf() * 0.5f + 0.5f );
- }
- }
- }
-
- scene_add_model( &world.geo, mworld, submodel_get( mworld, "road" ),
- (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
- scene_copy_slice( &world.geo, &world.terrain_road );
+ model *mworld = vg_asset_read( "models/mp_dev.mdl" );
- scene_add_model( &world.detail, mworld, submodel_get( mworld, "art" ),
+ scene_add_model( &world.geo, mworld, submodel_get( mworld, "mp_dev" ),
(v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
- free( mtest );
free( mworld );
+ scene_upload( &world.geo );
+ bvh_create( &world.geo );
- scene_compute_occlusion( &world.foliage );
- scene_upload( &world.foliage );
- scene_upload( &world.geo );
- scene_upload( &world.detail );
-
reset_player( 0, NULL );
player_transform_update();
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 )
float best_velocity_mod = 0.0f,
best_velocity_delta = -9999.9f;
- v3f targetn;
-
v3f axis, vup;
m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, vup );
v3_cross( vup, player.v, axis );
m3x3_mulv( vr, pv, pv );
v3_muladds( pco, pv, pstep, pco );
-
- vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff );
- v3f sh;
- v3_copy( pco, sh );
- int hit = sample_scene_height( &world.geo, sh, targetn );
+ ray_hit contact;
+ v3f vdir;
+
+ v3_sub( pco, pco1, vdir );
+ contact.dist = v3_length( vdir );
+ v3_divs( vdir, contact.dist, vdir);
- if( sh[1] >= pco[1] && hit )
+ if( bvh_raycast( &world.geo, pco1, vdir, &contact ))
{
- float land_delta = v3_dot( pv, targetn );
+ 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( sh, player.land_target );
+ v3_copy( contact.pos, player.land_target );
q_axis_angle( vr_q, axis, vmod*0.1f );
q_m3x3( vr_q, player.vr );
}
- v3_copy( sh, player.land_target_log[player.land_log_count ++] );
+
+ v3_copy( contact.pos,
+ player.land_target_log[player.land_log_count ++] );
break;
}
}
v3f ground, norm;
v3_copy( pos, ground );
- if( sample_scene_height( &world.geo, ground, norm ) )
+ if( bvh_scene_sample( &world.geo, ground, norm ) )
{
v3f angle;
v3_copy( player.v, angle );
v3f ground_pos, ground_norm;
v3_copy( player.co, ground_pos );
- if( sample_scene_height( &world.geo, ground_pos, ground_norm ) )
+ if( bvh_scene_sample( &world.geo, ground_pos, ground_norm ) )
{
if( ground_pos[1] > player.co[1] )
{
v3_copy( player.co, pco );
v3_copy( player.v, pv );
- v3f targetn;
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 );
+ //vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff );
- v3f sh;
- v3_copy( pco, sh );
- int hit = sample_scene_height( &world.geo, sh, targetn );
+ ray_hit contact;
+ v3f vdir;
- if( sh[1] >= pco[1] && hit )
+ v3_sub( pco, pco1, vdir );
+ contact.dist = v3_length( vdir );
+ v3_divs( vdir, contact.dist, vdir);
+
+ if( bvh_raycast( &world.geo, pco1, vdir, &contact ))
{
v3f localup;
m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, localup );
- float angle = v3_dot( localup, targetn );
+ float angle = v3_dot( localup, contact.normal );
v3f axis;
- v3_cross( localup, targetn, axis );
+ v3_cross( localup, contact.normal, axis );
if( angle < 0.99f )
{
q_mul( correction, player.rot, player.rot );
}
- draw_cross( sh, 0xffff0000 );
+ draw_cross( contact.pos, 0xffff0000 );
break;
}
void vg_update(void)
{
player_update();
-
- /* Creating a skeleton of the player dynamically */
-
-
- #if 0
- player.handl_target[0] = head[0] + 0.2f;
- player.handl_target[1] = head[1] - 0.8f*(1.0f-fabsf(slip));
- player.handl_target[2] = head[2] + 0.2f + 0.7f*fabsf(slip);
-
- player.handr_target[0] = head[0] + 0.2f;
- player.handr_target[1] = head[1] - 0.8f*(1.0f-fabsf(slip));
- player.handr_target[2] = head[2] - (0.2f + 0.7f*fabsf(slip));
-
- if( vg_maxf(lslip,grab) > 0.5f )
- {
- if( player.slip < 0.0f && player.in_air )
- {
- player.handl_target[0] = 0.15f;
- player.handl_target[1] = 0.1f;
- player.handl_target[2] = 0.4f;
- }
- else
- {
- player.handr_target[0] = 0.15f;
- player.handr_target[1] = 0.1f;
- player.handr_target[2] = -0.4f;
- }
-
- if( grab > 0.5f )
- {
- player.handr_target[0] = -0.15f;
- player.handr_target[1] = 0.1f;
- player.handr_target[2] = 0.4f;
- }
- }
-
- #endif
+ bvh_debug( &world.geo, player.co );
}
static void player_animate(void)
v3_muladds( head, offset, 0.7f, head );
head[1] = vg_clampf( head[1], 0.3f, kheight );
- v3_copy( head, player.view );
- v3f camoffs = {-0.2f,-0.6f,0.00f};
- v3_add( player.view, camoffs, player.view );
+#if 0
+ if( !freecam )
+ {
+ v3_copy( head, player.view );
+ v3f camoffs = {-0.2f,-0.6f,0.00f};
+ v3_add( player.view, camoffs, player.view );
+ }
+#endif
/*
amt_aero = amt_std * (1.0f-fstand),
amt_slide = amt_ground * fslide;
- character_pose_with_tilt( &player.mdl, offset,
- &character_pose_stand, amt_stand );
+ 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_pose_with_tilt( &player.mdl, offset,
- &character_pose_aero, amt_aero * fdirz );
- character_pose_with_tilt( &player.mdl, offset,
- &character_pose_aero_reverse, amt_aero * (1.0f-fdirz) );
-
- character_pose_with_tilt( &player.mdl, offset,
- &character_pose_slide, amt_slide*fdirx );
- character_pose_with_tilt( &player.mdl, offset,
- &character_pose_slide1, amt_slide*(1.0f-fdirx) );
-
- character_pose_with_tilt( &player.mdl, (v3f){0.0f,0.0f,0.0f},
- &character_pose_fly, amt_air );
-
-
-
- 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 );
+ character_final_pose( &player.mdl, (v3f){0.0f,0.0f,0.0f},
+ &pose_fly, amt_air );
+ if( !freecam )
+ {
+ 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
rhead = vg_lerpf( rhead,
vg_clampf(atan2f( localv[2], -localv[0] ),-1.0f,1.0f), 0.04f );
player.mdl.rhead = rhead;
-
-
-#if 0
- return;
-
- /* In the air, the dude should grab with the side thats highest,
- * while also sliding the same foot downwards a bit */
-
- float foot_l = 0.3f,
- foot_r = -0.4f;
-
- player.handl_target[0] = 0.0f;
- player.handl_target[1] = 0.0f;
- player.handl_target[2] = 0.6f;
-
- player.handr_target[0] = 0.0f;
- player.handr_target[1] = 0.0f;
- player.handr_target[2] = -0.6f;
-
- if( 1||player.in_air )
- {
- float tuck = player.board_xy[1],
- tuck_amt = fabsf( tuck ) * (1.0f-fabsf(player.board_xy[0]));
-
- 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 );
- }
- }
- }
- else
- {
- }
-
- v3f fwd;
-
- /* offset */
- float *hips = player.mdl.ik_body.base,
- *collar = player.mdl.ik_body.end,
- *pole = player.mdl.ik_body.pole;
-
- v3_add( hips, collar, pole );
- v3_muls( pole, 0.5f, pole );
- v3_add( pole, (v3f){ 1.0f, 0.0f, 0.0f }, pole );
-
- v3_copy( player.view, collar );
- v3_add( (v3f){ 0.2f,-0.55f,0.0f}, collar, hips );
-
- player.mdl.rhip = 0.0f;//-1.0f;//sinf(vg_time);
- player.mdl.rcollar = 0.0f;//-0.5f;//sinf(vg_time)*0.5f;
-
- struct ik_basic *ik_leg_l = &player.mdl.ik_leg_l,
- *ik_leg_r = &player.mdl.ik_leg_r,
- *ik_arm_l = &player.mdl.ik_arm_l,
- *ik_arm_r = &player.mdl.ik_arm_r;
-
- m4x3_mulv( mboard, (v3f){ 0.0f,0.16f, foot_r }, ik_leg_r->end );
- m4x3_mulv( mboard, (v3f){ 0.0f,0.16f, foot_l }, ik_leg_l->end );
-
- m4x3f tomp;
- m4x3_identity(tomp);
- m4x3_mulv( tomp, (v3f){ -0.4f,0.50f,-0.50f }, ik_leg_r->pole );
- m4x3_mulv( tomp, (v3f){ -0.4f,0.50f,-0.3f }, ik_leg_l->pole );
-
- /* Arms */
- v3f hl, hr, neckl = {0.0f, 0.5f, 0.2f},
- neckr = {0.0f, 0.5f,-0.2f};
-
- 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, ik_arm_l->end );
- v3_copy( player.handr, ik_arm_r->end );
- v3_copy( (v3f){ 0.6f,0.7f, 0.4f }, ik_arm_l->pole );
- v3_copy( (v3f){ 0.6f,0.7f,-0.35f }, ik_arm_r->pole );
-
- if( thirdperson )
- {
- v3f nv;
- v3_copy( player.v, nv );
- v3_normalize( nv );
- v3_muladds( player.view, nv, -3.0f, player.view );
- }
-
- m4x3_copy( mboard, player.mdl.matrices[k_chpart_wheels] );
-#endif
}
static void draw_player(void)
m4x3_copy( player.to_world, player.mdl.mroot );
character_eval( &player.mdl );
- character_draw( &player.mdl );
+ character_draw( &player.mdl, 1.0f );
}
static void vg_framebuffer_resize( int w, int h )
glDisable( GL_DEPTH_TEST );
glClearColor( 0.1f, 0.0f, 0.2f, 1.0f );
- glClearColor(141.0f/255.0f, 176.0f/255.0f, 215.0f/255.0f,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;
static v3f cam_lerped = {0.0f,0.0f,0.0f};
v3_lerp( cam_lerped, player.view, 0.08f, cam_lerped );
- m4x3_mulv( player.to_world, cam_lerped, pos_inv );
+ 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 = v3_length( player.v );
+ 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]:
+ cam_lerped_dir[1]:
0.6f+shake[1]*0.04f+player.look_dir[1] );
- m4x3_rotate_y( world_matrix, player.look_dir[0]+shake[0]*0.02f );
+ 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: 120.0f,
+ 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 );
glEnable( GL_DEPTH_TEST );
- scene_foliage_shader_use();
- m4x3f temp1;
- m4x3_identity( temp1 );
- glUniformMatrix4x3fv( SHADER_UNIFORM( shader_debug_vcol, "uMdl" ),
- 1, GL_FALSE, (float *)temp1 );
-
- vg_tex2d_bind( &tex_norwey, 0 );
- scene_tree_sway = 0.1f;
-
- scene_bind( &world.foliage );
- scene_draw( &world.foliage );
- if( debugsdf )
- scene_debugsdf( &world.foliage );
-
- SHADER_USE(shader_unlit);
- m4x3f temp2;
- m4x3_identity(temp2);
- m4x3_translate( temp2, player.co );
- glUniformMatrix4x3fv( SHADER_UNIFORM( shader_unlit, "uMdl" ),
- 1, GL_FALSE, (float *)temp2 );
- glUniformMatrix4fv( SHADER_UNIFORM( shader_unlit, "uPv" ),
- 1, GL_FALSE, (float *)vg_pv );
-
- glUniform1i( SHADER_UNIFORM( shader_unlit, "uTexMain" ), 0 );
- vg_tex2d_bind( &tex_sky, 0 );
-
- mesh_bind( &world.skydome );
- mesh_draw( &world.skydome );
-
-#if 0
- vg_tex2d_bind( &tex_cement, 0 );
- mesh_bind( &world.cement );
- mesh_draw( &world.cement );
-#endif
-
+ /*
+ * Draw world
+ */
SHADER_USE(shader_standard_lit);
+ m4x3f identity_matrix;
+ m4x3_identity( identity_matrix );
+
glUniformMatrix4fv( SHADER_UNIFORM( shader_standard_lit, "uPv" ),
1, GL_FALSE, (float *)vg_pv );
- glUniform1i( SHADER_UNIFORM( shader_standard_lit, "uTexMain" ), 0 );
glUniformMatrix4x3fv( SHADER_UNIFORM( shader_standard_lit, "uMdl" ),
- 1, GL_FALSE, (float *)temp1 );
+ 1, GL_FALSE, (float *)identity_matrix );
vg_tex2d_bind( &tex_grid, 0 );
+ glUniform1i( SHADER_UNIFORM( shader_standard_lit, "uTexMain" ), 0 );
- scene_bind( &world.geo );
-#if 1
- glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"),
- 0.2f,0.36f,0.25f,1.0f );
- submodel_draw( &world.terrain );
-
- glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"),
- 0.2f,0.2f,0.21f,1.0f );
- submodel_draw( &world.terrain_rocks );
glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"),
0.4f,0.4f,0.4f,1.0f );
- submodel_draw( &world.terrain_road );
-#endif
-
- scene_bind( &world.detail );
- scene_draw( &world.detail );
+
+ scene_bind( &world.geo );
+ scene_draw( &world.geo );
+
+ 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 ++;
+
+ if( replay_buffer_frame == REPLAY_LENGTH )
+ replay_buffer_frame = 0;
+
+ vg_tex2d_bind( &tex_pallet, 0 );
+ character_draw( &player.mdl, 0.0f );
+ player_animate();
+ }
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
-#if 0
+#if 1
glClear( GL_COLOR_BUFFER_BIT );
#else
glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
#endif
+ if( !freecam )
draw_player();
/* Draw back in the background */
glDisable(GL_BLEND);
-
/* Other shite */
glDisable( GL_DEPTH_TEST );
vg_lines_drawall( (float *)vg_pv );
if(sv_debugcam)
{
glEnable( GL_DEPTH_TEST );
-
draw_player();
}
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 );
}
}