#define VG_3D
+#define VG_FRAMEBUFFER_RESIZE 1
#include "vg/vg.h"
/* Resources */
&tex_pallet
};
+SHADER_DEFINE( shader_blit,
+ "layout (location=0) in vec2 a_co;"
+ "out vec2 aUv;"
+ ""
+ "void main()"
+ "{"
+ "gl_Position = vec4(a_co*2.0-1.0,0.0,1.0);"
+ "aUv = a_co;"
+ "}",
+
+ /* Fragment */
+ "out vec4 FragColor;"
+ ""
+ "uniform sampler2D uTexMain;"
+ ""
+ "in vec2 aUv;"
+ ""
+ "void main()"
+ "{"
+ "FragColor = texture( uTexMain, aUv );"
+ "}"
+ ,
+ UNIFORMS({ "uTexMain" })
+)
+
/* Convars */
static int freecam = 0;
static int debugview = 0;
/* Physics */
v3f co, v, a;
v4f rot;
- float vswitch, slip, slip_last;
+ float vswitch, slip, slip_last,
+ reverse;
float iY; /* Yaw inertia */
int in_air;
}
world;
+static struct grender
+{
+ GLuint fb_background,
+ rgb_background;
+
+ glmesh fsquad;
+}
+render;
+
static void player_transform_update(void)
{
q_m3x3( player.rot, player.to_world );
void vg_register(void)
{
scene_register();
+ character_shader_register();
+ SHADER_INIT( shader_blit );
}
void vg_start(void)
reset_player( 0, NULL );
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);
+
+ {
+ 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 );
+ glGenBuffers( 1, &render.fsquad.ebo );
+ 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;
for( int m=0;m<=5; m++ )
{
- float vmod = ((float)m / 5.0f)*0.15f;
+ float vmod = ((float)m / 5.0f)*0.09f;
v3f pco, pco1, pv;
v3_copy( player.co, pco );
*/
v3f contact_front, contact_back, fwd, fwd1, contact_norm, vup, vside,
axis;
-
+
+ float klength = 0.65f;
m3x3_mulv( player.to_world, (v3f){ 0.0f, 0.0f,-1.0f}, fwd );
- m4x3_mulv( player.to_world, (v3f){ 0.15f,0.0f,-0.6f}, contact_norm );
- m4x3_mulv( player.to_world, (v3f){-0.15f,0.0f,-0.6f}, contact_front );
- m4x3_mulv( player.to_world, (v3f){ 0.00f,0.0f, 0.6f}, contact_back );
+ m4x3_mulv( player.to_world, (v3f){ 0.15f,0.0f,-klength}, contact_norm );
+ m4x3_mulv( player.to_world, (v3f){-0.15f,0.0f,-klength}, contact_front );
+ m4x3_mulv( player.to_world, (v3f){ 0.00f,0.0f, klength}, contact_back );
m3x3_mulv( player.to_world, (v3f){ 0.0f, 1.0f, 0.0f}, vup );
m3x3_mulv( player.to_world, (v3f){ 1.0f, 0.0f, 0.0f}, vside );
/* Calculate local forces */
- slip = (-vel[0] / vel[2]) * player.vswitch;
+ slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]);
if( fabsf( slip ) > 1.2f )
slip = vg_signf( slip ) * 1.2f;
player.slip = slip;
-
-#if 0
- if( player.slip_last*slip < 0.0f && fabsf(slip) > 0.7f )
- {
- vg_warn( "SWITCH\n" );
- player.vswitch = -player.vswitch;
- slip = -slip;
- }
-
- player.slip_last = slip;
-#endif
+ player.reverse = -vg_signf(vel[2]);
float substep = ktimestep * 0.2f;
-
for( int i=0; i<5; i++ )
{
if( fabsf(vel[2]) >= 0.02f*substep )
v4f rotate; v3f vup = {0.0f,1.0f,0.0f};
m3x3_mulv( player.to_world, vup, vup );
- q_axis_angle( rotate, vup, player.iY );
+ static float siY = 0.0f;
+
+ float lerpq = player.in_air? 0.04f: 0.3f;
+ siY = vg_lerpf( siY, player.iY, lerpq );
+
+ q_axis_angle( rotate, vup, siY );
q_mul( rotate, player.rot, player.rot );
player.look_dir[0] = atan2f( player.v[0], -player.v[2] );
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 );
+
+
+ /*
+ * Animation blending
+ * ===========================================
+ */
+
+ static float fslide = 0.0f;
+ static float fdirz = 0.0f;
+ static float fdirx = 0.0f;
+ static float fstand = 0.0f;
+ static float ffly = 0.0f;
+
+ float speed = v3_length( player.v );
+
+ fstand = vg_lerpf(fstand, 1.0f-vg_clampf(speed*0.03f,0.0f,1.0f),0.1f);
+ fslide = vg_lerpf(fslide, vg_clampf(lslip+fabsf(offset[0])*0.2f,
+ 0.0f,1.0f), 0.04f);
+ fdirz = vg_lerpf(fdirz, player.reverse > 0.0f? 1.0f: 0.0f, 0.04f );
+ fdirx = vg_lerpf(fdirx, player.slip < 0.0f? 1.0f: 0.0f, 0.04f );
+ ffly = vg_lerpf(ffly, player.in_air? 1.0f: 0.0f, 0.04f );
+
+ character_pose_reset( &player.mdl );
+
+ float amt_air = ffly*ffly,
+ amt_ground = 1.0f-amt_air,
+ amt_std = (1.0f-fslide) * amt_ground,
+ amt_stand = amt_std * fstand,
+ 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_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 );
+
+
+ /*
+ * Additive effects
+ * ==========================
+ */
+ struct ik_basic *arm_l = &player.mdl.ik_arm_l,
+ *arm_r = &player.mdl.ik_arm_r;
+
+ v3f localv;
+ m3x3_mulv( player.to_local, player.v, localv );
+ v3_muladds( arm_l->end, localv, -0.01f, arm_l->end );
+ v3_muladds( arm_r->end, localv, -0.01f, arm_r->end );
/* New board transformation */
v4f board_rotation; v3f board_location;
v3_add( (v3f){0.0f,0.5f,0.0f}, board_location, board_location );
v3_copy( board_location, mboard[3] );
+
+ float wheel_r = offset[0]*-0.4f;
+ v4f qwheel;
+ q_axis_angle( qwheel, (v3f){0.0f,1.0f,0.0f}, wheel_r );
+
+ q_m3x3( qwheel, player.mdl.matrices[k_chpart_wb] );
+
+ m3x3_transpose( player.mdl.matrices[k_chpart_wb],
+ player.mdl.matrices[k_chpart_wf] );
+ v3_copy( player.mdl.offsets[k_chpart_wb],
+ player.mdl.matrices[k_chpart_wb][3] );
+ v3_copy( player.mdl.offsets[k_chpart_wf],
+ player.mdl.matrices[k_chpart_wf][3] );
+
+ m4x3_mul( mboard, player.mdl.matrices[k_chpart_wb],
+ player.mdl.matrices[k_chpart_wb] );
+ m4x3_mul( mboard, player.mdl.matrices[k_chpart_wf],
+ player.mdl.matrices[k_chpart_wf] );
+
+ m4x3_mulv( mboard, player.mdl.ik_leg_l.end, player.mdl.ik_leg_l.end );
+ m4x3_mulv( mboard, player.mdl.ik_leg_r.end, player.mdl.ik_leg_r.end );
+
+
+ v3_copy( player.mdl.ik_arm_l.end, player.handl_target );
+ v3_copy( player.mdl.ik_arm_r.end, player.handr_target );
+
+ if( 1||player.in_air )
+ {
+ float tuck = player.board_xy[1],
+ tuck_amt = fabsf( tuck ) * (1.0f-fabsf(player.board_xy[0]));
+
+ float crouch = player.grab*0.3f;
+ v3_muladds( player.mdl.ik_body.base, (v3f){0.0f,-1.0f,0.0f},
+ crouch, player.mdl.ik_body.base );
+ v3_muladds( player.mdl.ik_body.end, (v3f){0.0f,-1.0f,0.0f},
+ crouch*1.2f, player.mdl.ik_body.end );
+
+ 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 );
+ }
+ }
+ }
+
+ 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, player.mdl.ik_arm_l.end );
+ v3_copy( player.handr, player.mdl.ik_arm_r.end );
+
+ /* Head rotation */
+
+ static float rhead = 0.0f;
+ 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 */
v3_add( pole, (v3f){ 1.0f, 0.0f, 0.0f }, pole );
v3_copy( player.view, collar );
- v3_add( (v3f){ 0.2f,-0.45f,0.0f}, collar, hips );
+ v3_add( (v3f){ 0.2f,-0.55f,0.0f}, collar, hips );
- player.mdl.rhip = sinf(vg_time);
- player.mdl.rcollar = sinf(vg_time)*0.5f;
+ 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,
v3_normalize( nv );
v3_muladds( player.view, nv, -3.0f, player.view );
}
-
- v3f camoffs = {-0.3f,0.0f,0.3f};
- v3_add( player.view, camoffs, player.view );
m4x3_copy( mboard, player.mdl.matrices[k_chpart_wheels] );
+#endif
}
static void draw_player(void)
{
/* Draw */
- SHADER_USE(shader_standard_lit);
-
- glUniformMatrix4fv( SHADER_UNIFORM( shader_standard_lit, "uPv" ),
- 1, GL_FALSE, (float *)vg_pv );
- glUniform1i( SHADER_UNIFORM( shader_standard_lit, "uTexMain" ), 0 );
-
- GLint kuMdl = SHADER_UNIFORM( shader_standard_lit, "uMdl" );
-
-#if 0
- float kscale = 0.7f;
- glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"),
- 0.35f*kscale,0.35f*kscale,0.35f*kscale,1.0f );
-
- glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mboard );
- submodel_draw( &player.board );
-
- glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"),
- 0.7f*kscale,0.7f*kscale,0.7f*kscale,1.0f );
- submodel_draw( &player.wheels );
-
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE);
- glBlendEquation(GL_FUNC_ADD);
- glDisable( GL_DEPTH_TEST );
-#endif
-#if 0
- glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"),
- 0.2f*kscale,0.8f*kscale,0.4f*kscale,0.14f );
-
- glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mfoot_l );
- submodel_draw( &player.foot_l );
- glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mfoot_r );
- submodel_draw( &player.foot_r );
-
- glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mleg_l );
- submodel_draw( &player.leg_l0 );
-
- glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mknee_l );
- submodel_draw( &player.leg_l1 );
-
- glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mleg_r );
- submodel_draw( &player.leg_r0 );
-
- glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mknee_r );
- submodel_draw( &player.leg_r1 );
-
- /* arms */
- glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.marm_l );
- submodel_draw( &player.arm_l0 );
-
- glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.melbow_l );
- submodel_draw( &player.arm_l1 );
-
- glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.marm_r );
- submodel_draw( &player.arm_r0 );
-
- glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.melbow_r );
- submodel_draw( &player.arm_r1 );
-
- /* body */
- glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mbutt );
- submodel_draw( &player.body );
-
- glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"),
- 0.2f*kscale,0.2f*kscale,0.2f*kscale,0.14f );
- submodel_draw( &player.head );
-
- glDisable(GL_BLEND);
- glEnable( GL_DEPTH_TEST );
-#endif
-
vg_tex2d_bind( &tex_pallet, 0 );
- //m4x3_identity( player.mdl.mroot );
- //character_testpose( &player.mdl, vg_time );
+
m4x3_copy( player.to_world, player.mdl.mroot );
character_eval( &player.mdl );
- character_draw( &player.mdl, kuMdl );
+ character_draw( &player.mdl );
+}
+
+static void vg_framebuffer_resize( int w, int h )
+{
+ glBindTexture( GL_TEXTURE_2D, render.rgb_background );
+ glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, w, h, 0,
+ GL_RGB, GL_UNSIGNED_BYTE, NULL );
}
void vg_render(void)
{
+ glBindFramebuffer( GL_FRAMEBUFFER, 0 );
glViewport( 0,0, vg_window_x, vg_window_y );
glDisable( GL_DEPTH_TEST );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
v3f pos_inv;
- m4x3_mulv( player.to_world, player.view, 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 );
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 );
v3f shake = { vg_randf()-0.5f, vg_randf()-0.5f, vg_randf()-0.5f };
v3_muls( shake, speed*0.01f, shake );
0.6f+shake[1]*0.04f+player.look_dir[1] );
m4x3_rotate_y( world_matrix, player.look_dir[0]+shake[0]*0.02f );
- m4x3_translate( world_matrix, pos_inv );
+ m4x3_translate( world_matrix, final );
m4x4f world_4x4;
m4x3_expand( world_matrix, world_4x4 );
m4x4_projection( vg_pv,
- freecam? 90.0f: 130.0f,
+ freecam? 90.0f: 120.0f,
(float)vg_window_x / (float)vg_window_y,
0.01f, 1000.0f );
m4x4_mul( vg_pv, world_4x4, vg_pv );
scene_bind( &world.detail );
scene_draw( &world.detail );
+
+
+ /* Copy the RGB of what we have into the background buffer */
+ glBindFramebuffer( GL_READ_FRAMEBUFFER, 0 );
+ glBindFramebuffer( GL_DRAW_FRAMEBUFFER, render.fb_background );
+ glBlitFramebuffer( 0,0, vg_window_x, vg_window_y,
+ 0,0, vg_window_x, vg_window_y,
+ GL_COLOR_BUFFER_BIT,
+ GL_LINEAR );
+
+ /* Clear out the colour buffer, but keep depth */
+ glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+ glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
+
+#if 0
+ glClear( GL_COLOR_BUFFER_BIT );
+#else
+ glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
+#endif
+
draw_player();
+ /* Draw back in the background */
+ glEnable(GL_BLEND);
+ glDisable(GL_DEPTH_TEST);
+ glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
+ glBlendEquation(GL_FUNC_ADD);
+
+ SHADER_USE( shader_blit );
+
+ glUniform1i( SHADER_UNIFORM(shader_blit,"uTexMain"), 0 );
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture( GL_TEXTURE_2D, render.rgb_background );
+
+ glBindVertexArray( render.fsquad.vao );
+ glDrawArrays( GL_TRIANGLES, 0, 6 );
+
+ glDisable(GL_BLEND);
+
+
+ /* Other shite */
glDisable( GL_DEPTH_TEST );
vg_lines_drawall( (float *)vg_pv );