i hope your hapy
[carveJwlIkooP6JGAAIwe30JlM.git] / player.c
index 5c9f8cfe21d441e0766fae3ad9f1e22bd4eeb591..ef23ef43639eed3e367a80c432a0eaf2e3f94df1 100644 (file)
--- a/player.c
+++ b/player.c
@@ -176,10 +176,19 @@ VG_STATIC void player_apply_transport_to_cam( m4x3f transport )
    m4x3_expand( transport_i, transport_4 );
    m4x4_mul( main_camera.mtx.pv, transport_4, main_camera.mtx.pv );
    m4x4_mul( main_camera.mtx.v,  transport_4, main_camera.mtx.v );
+
+   /* we want the regular transform here no the inversion */
+   m4x3_expand( transport, transport_4 );
+   m4x4_mul( gate_camera.mtx.pv, transport_4, gate_camera.mtx.pv );
+   m4x4_mul( gate_camera.mtx.v,  transport_4, gate_camera.mtx.v );
 }
 
-VG_STATIC void gate_rotate_angles( teleport_gate *gate, v3f angles, v3f d )
+__attribute__ ((deprecated))
+VG_STATIC void gate_rotate_angles( ent_gate *gate, v3f angles, v3f d )
 {
+   v3_copy( angles, d );
+   return;
+
    v3f fwd_dir = { cosf(angles[0]),
                    0.0f,
                    sinf(angles[0])};
@@ -193,14 +202,26 @@ VG_STATIC void gate_rotate_angles( teleport_gate *gate, v3f angles, v3f d )
  * Applies gate transport to a player_interface
  */
 PLAYER_API
-void player__pass_gate( player_instance *player, teleport_gate *gate )
+void player__pass_gate( player_instance *player, ent_gate *gate )
 {
    player->gate_waiting = gate;
+   world_routes_activate_entry_gate( get_active_world(), gate );
 
-   gate_rotate_angles( gate, player->angles, player->angles );
    m4x3_mulv( gate->transport, player->tpv_lpf, player->tpv_lpf );
    m3x3_mulv( gate->transport, player->cam_velocity_smooth, 
                                player->cam_velocity_smooth );
+
+   m3x3_copy( player->basis, player->basis_gate );
+
+   v4f q;
+   m3x3_q( gate->transport, q );
+   q_mul( q, player->qbasis, player->qbasis );
+   q_normalize( player->qbasis );
+   q_m3x3( player->qbasis, player->basis );
+   m3x3_transpose( player->basis, player->invbasis );
+
+   if( gate->type == k_gate_type_nonlocal )
+      world_global.active_world = gate->target;
 }
 
 VG_STATIC void player__pre_render( player_instance *player )
@@ -218,11 +239,10 @@ VG_STATIC void player__pre_render( player_instance *player )
 
       struct skeleton *sk = &player->playeravatar->sk;
 
-      if( player->holdout_time > 0.0f )
-      {
+      if( player->holdout_time > 0.0f ){
          skeleton_lerp_pose( sk, res.pose, player->holdout_pose, 
                                            player->holdout_time, res.pose );
-         player->holdout_time -= vg.frame_delta * 4.0f;
+         player->holdout_time -= vg.frame_delta * 2.0f;
       }
 
       skeleton_apply_pose( sk, res.pose, k_anim_apply_defer_ik );
@@ -230,6 +250,7 @@ VG_STATIC void player__pre_render( player_instance *player )
       skeleton_apply_pose( sk, res.pose, k_anim_apply_deffered_only );
       skeleton_apply_inverses( sk );
       skeleton_apply_transform( sk, transform );
+
       skeleton_debug( sk );
    }
 
@@ -237,8 +258,8 @@ VG_STATIC void player__pre_render( player_instance *player )
       _player_post_animate[ player->subsystem ]( player );
 
    struct player_avatar *av = player->playeravatar;
-   v3f vp0 = {0.0f,0.1f, 0.6f},
-       vp1 = {0.0f,0.1f,-0.6f};
+   v3f vp0 = {0.0f,0.1f, 0.55f},
+       vp1 = {0.0f,0.1f,-0.55f};
 
    m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, TEMP_BOARD_0 );
    m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, TEMP_BOARD_1 );
@@ -248,13 +269,22 @@ VG_STATIC void player__pre_render( player_instance *player )
 
 PLAYER_API void player__render( camera *cam, player_instance *player )
 {
-   shader_viewchar_use();
+   shader_model_character_view_use();
    vg_tex2d_bind( player->playertex, 0 );
-   shader_viewchar_uTexMain( 0 );
-   shader_viewchar_uCamera( cam->transform[3] );
-   shader_viewchar_uPv( cam->mtx.pv );
-   shader_link_standard_ub( _shader_viewchar.id, 2 );
-   glUniformMatrix4x3fv( _uniform_viewchar_uTransforms, 
+   shader_model_character_view_uTexMain( 0 );
+   shader_model_character_view_uCamera( cam->transform[3] );
+   shader_model_character_view_uPv( cam->mtx.pv );
+
+   world_instance *world = get_active_world();
+   world_link_lighting_ub( world, _shader_model_character_view.id );
+   world_bind_position_texture( world, _shader_model_character_view.id,
+                              _uniform_model_character_view_g_world_depth, 2 );
+   world_bind_light_array( world, _shader_model_character_view.id,
+                              _uniform_model_character_view_uLightsArray, 3 );
+   world_bind_light_index( world, _shader_model_character_view.id,
+                              _uniform_model_character_view_uLightsIndex, 4 );
+
+   glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms,
                          player->playeravatar->sk.bone_count,
                          0,
                          (float *)player->playeravatar->sk.final_mtx );
@@ -274,16 +304,8 @@ PLAYER_API void player__im_gui( player_instance *player )
 
    vg_uictx.cursor[0] = vg.window_x;
 
-#if 0
-   player__debugtext( 1, "%.2f %.2f %.2f", player->cam.pos[0],
-                                           player->cam.pos[1],
-                                           player->cam.pos[2] );
-#endif
-   player__debugtext( 1, "%.2f %.2f %.2f (%.2f)", 
-                                           player->cam.angles[0],
-                                           player->cam.angles[1],
-                                           player->cam.angles[2],
-                                           player->cam.fov);
+   player__debugtext( 1, "angles: " PRINTF_v3f( player->cam.angles ) );
+   player__debugtext( 1, "basis:  " PRINTF_v4f( player->qbasis ) );
 
    if( _player_im_gui[ player->subsystem ] )
       _player_im_gui[ player->subsystem ]( player );
@@ -293,15 +315,20 @@ PLAYER_API void player__im_gui( player_instance *player )
 }
 
 PLAYER_API void player__spawn( player_instance *player, 
-                              struct respawn_point *rp )
+                               ent_spawn *rp )
 {
-   v3_copy( rp->co, player->rb.co );
+   v3_copy( rp->transform.co, player->rb.co );
    v3_zero( player->rb.v );
    v3_zero( player->rb.w );
    q_identity( player->rb.q );
    rb_update_transform( &player->rb );
 
+   q_identity( player->qbasis );
+   m3x3_identity( player->basis );
+   m3x3_identity( player->invbasis );
+
    player->subsystem = k_player_subsystem_walk;
+   player->viewable_world = get_active_world();
 
    if( _player_reset[ player->subsystem ] )
       _player_reset[ player->subsystem ]( player, rp );