new characters and anim blending
[carveJwlIkooP6JGAAIwe30JlM.git] / main.c
diff --git a/main.c b/main.c
index fffa94b4c39de97d9a5c5a546c7ea9b16d8c0a65..6c1714c76d9b50076e6e42c32431aa935c762bae 100644 (file)
--- a/main.c
+++ b/main.c
@@ -1,4 +1,5 @@
 #define VG_3D
+#define VG_FRAMEBUFFER_RESIZE 1
 #include "vg/vg.h"
 
 /* Resources */
@@ -20,6 +21,31 @@ vg_tex2d *texture_list[] =
    &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;
@@ -47,7 +73,8 @@ static struct gplayer
    /* 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;
@@ -113,6 +140,15 @@ static struct gworld
 }
 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 );
@@ -136,6 +172,8 @@ static int reset_player( int argc, char const *argv[] )
 void vg_register(void)
 {
    scene_register();
+   character_shader_register();
+   SHADER_INIT( shader_blit );
 }
 
 void vg_start(void)
@@ -306,6 +344,38 @@ 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;
@@ -386,7 +456,7 @@ static void player_start_air(void)
 
    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 );
@@ -474,11 +544,12 @@ static void player_physics_ground(void)
     */
    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 );
 
@@ -539,24 +610,13 @@ static void player_physics_ground(void)
 
    /* 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 )
@@ -705,7 +765,12 @@ static void player_update(void)
    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] );
@@ -812,6 +877,73 @@ static void player_animate(void)
    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;
@@ -831,6 +963,82 @@ static void player_animate(void)
    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 */
 
@@ -887,10 +1095,10 @@ static void player_animate(void)
    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,
@@ -924,97 +1132,31 @@ static void player_animate(void)
       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 );
@@ -1023,9 +1165,16 @@ void vg_render(void)
    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 );
@@ -1037,12 +1186,12 @@ void vg_render(void)
          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 );
@@ -1115,8 +1264,47 @@ void vg_render(void)
    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 );