X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;ds=sidebyside;f=main.c;h=fffa94b4c39de97d9a5c5a546c7ea9b16d8c0a65;hb=a1a05787ada52089f30c533fb26b745554c07512;hp=0b368990bd907ed5a278f3a0e121a030b43017d7;hpb=fc32ce17923a42f9a0f250e4ab21a08411a41acb;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/main.c b/main.c index 0b36899..fffa94b 100644 --- a/main.c +++ b/main.c @@ -8,6 +8,7 @@ vg_tex2d tex_sky = { .path = "textures/sky.qoi" }; vg_tex2d tex_gradients = { .path = "textures/gradients.qoi", .flags = VG_TEXTURE_CLAMP }; vg_tex2d tex_cement = { .path = "textures/cement512.qoi" }; +vg_tex2d tex_pallet = { .path = "textures/ch_gradient.qoi" }; vg_tex2d *texture_list[] = { @@ -15,7 +16,8 @@ vg_tex2d *texture_list[] = &tex_gradients, &tex_grid, &tex_sky, - &tex_cement + &tex_cement, + &tex_pallet }; /* Convars */ @@ -23,11 +25,15 @@ static int freecam = 0; static int debugview = 0; static int debugsdf = 0; static int sv_debugcam = 0; +static int sv_phys = 0; +static int thirdperson = 0; +static int clock_divider = 1; /* Components */ #include "road.h" #include "scene.h" #include "ik.h" +#include "character.h" int main( int argc, char *argv[] ) { @@ -41,7 +47,7 @@ static struct gplayer /* Physics */ v3f co, v, a; v4f rot; - float vswitch, slip_last; + float vswitch, slip, slip_last; float iY; /* Yaw inertia */ int in_air; @@ -51,20 +57,44 @@ static struct gplayer v3f view; v2f look_dir; /* TEMP */ + v2f board_xy; + float grab; float pitch; + v3f land_target; + v3f land_target_log[12]; + int land_log_count; + m3x3f vr; + m4x3f to_world, to_local; - v3f handl_target, handr_target, - handl, handr; + struct character mdl; + /* Opengl */ +#if 0 glmesh mesh; submodel legl, legu, board, torso, wheels, - feet; + 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; } player; @@ -88,10 +118,7 @@ static void player_transform_update(void) q_m3x3( player.rot, player.to_world ); v3_copy( player.co, player.to_world[3] ); - v4f inv; - q_inv( player.rot, inv ); - q_m3x3( inv, player.to_local ); - v3_negate( player.co, player.to_local[3] ); + m4x3_invert_affine( player.to_world, player.to_local ); } static int reset_player( int argc, char const *argv[] ) @@ -147,6 +174,30 @@ void vg_start(void) .persistent = 1 }); + vg_convar_push( (struct vg_convar){ + .name = "phys", + .data = &sv_phys, + .data_type = k_convar_dtype_i32, + .opt_i32 = { .min=0, .max=1, .clamp=1 }, + .persistent = 1 + }); + + vg_convar_push( (struct vg_convar){ + .name = "thirdperson", + .data = &thirdperson, + .data_type = k_convar_dtype_i32, + .opt_i32 = { .min=0, .max=1, .clamp=1 }, + .persistent = 1 + }); + + vg_convar_push( (struct vg_convar){ + .name = "div", + .data = &clock_divider, + .data_type = k_convar_dtype_i32, + .opt_i32 = { .min=0, .max=1, .clamp=0 }, + .persistent = 1 + }); + vg_function_push( (struct vg_cmd){ .name = "reset", .function = reset_player @@ -154,18 +205,9 @@ void vg_start(void) v3f lightDir = { 0.1f, 0.8f, 0.2f }; v3_normalize( lightDir ); - - /* Unpack player */ - model *char_dev = vg_asset_read( "models/char_dev.mdl" ); - model_unpack( char_dev, &player.mesh ); - player.legl = *submodel_get( char_dev, "legl" ); - player.legu = *submodel_get( char_dev, "legu" ); - player.board = *submodel_get( char_dev, "skateboard" ); - player.torso = *submodel_get( char_dev, "torso" ); - player.wheels = *submodel_get( char_dev, "wheels" ); - player.feet = *submodel_get( char_dev, "feet" ); - free(char_dev); + character_load( &player.mdl, "ch_default" ); + /* temp */ model *cement_model = vg_asset_read("models/cement_r1.mdl" ); model_unpack( cement_model, &world.cement ); @@ -314,6 +356,7 @@ static void player_freecam(void) 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 ) @@ -322,6 +365,107 @@ static void apply_gravity( v3f vel, float const timestep ) v3_muladds( vel, gravity, timestep, vel ); } +static void player_start_air(void) +{ + player.in_air = 1; + + float pstep = ktimestep*10.0f; + + 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 ); + v3_normalize( axis ); + player.land_log_count = 0; + + m3x3_identity( player.vr ); + + for( int m=0;m<=5; m++ ) + { + float vmod = ((float)m / 5.0f)*0.15f; + + v3f pco, pco1, pv; + v3_copy( player.co, pco ); + v3_copy( player.v, pv ); + + /* + * Try different 'rotations' of the velocity to find the best possible + * landing normal. This conserves magnitude at the expense of slightly + * unrealistic results + */ + + m3x3f vr; + v4f vr_q; + + q_axis_angle( vr_q, axis, vmod ); + q_m3x3( vr_q, vr ); + + for( int i=0; i<50; i++ ) + { + v3_copy( pco, pco1 ); + apply_gravity( pv, pstep ); + + 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 ); + + if( sh[1] >= pco[1] && hit ) + { + float land_delta = v3_dot( pv, targetn ); + + 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 ); + + 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 ++] ); + break; + } + } + } + + //v3_rotate( player.v, best_velocity_mod, axis, player.v ); + + return; + v3_muls( player.v, best_velocity_mod, player.v ); +} + +static int sample_if_resistant( v3f pos ) +{ + v3f ground, norm; + v3_copy( pos, ground ); + + if( sample_scene_height( &world.geo, ground, norm ) ) + { + v3f angle; + v3_copy( player.v, angle ); + v3_normalize( angle ); + float resistance = v3_dot( norm, angle ); + + if( resistance < 0.25f ) + { + v3_copy( ground, pos ); + return 1; + } + } + + return 0; +} + static void player_physics_ground(void) { /* @@ -331,21 +475,23 @@ static void player_physics_ground(void) v3f contact_front, contact_back, fwd, fwd1, contact_norm, vup, vside, axis; - m3x3_mulv( player.to_world, (v3f){0.0f,0.0f,-1.0f}, fwd ); - m4x3_mulv( player.to_world, (v3f){ 0.15f,0.0f,-1.0f}, contact_norm ); - m4x3_mulv( player.to_world, (v3f){-0.15f,0.0f,-1.0f}, contact_front ); - m4x3_mulv( player.to_world, (v3f){ 0.00f,0.0f, 1.0f}, 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 ); + 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 ); + 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 ); + + v3f cn0, cn1, cn2; - int all_contacting = - sample_scene_height( &world.geo, contact_front, NULL ) && - sample_scene_height( &world.geo, contact_back, NULL ) && - sample_scene_height( &world.geo, contact_norm, NULL ); + int contact_count = + sample_if_resistant( contact_front ) + + sample_if_resistant( contact_back ) + + sample_if_resistant( contact_norm ); - if( !all_contacting ) + if( contact_count < 3 ) { - player.in_air = 1; + player_start_air(); return; } @@ -374,7 +520,7 @@ static void player_physics_ground(void) if( resistance >= 0.0f ) { - player.in_air = 1; + player_start_air(); return; } else @@ -396,8 +542,9 @@ static void player_physics_ground(void) slip = (-vel[0] / vel[2]) * player.vswitch; 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" ); @@ -406,6 +553,7 @@ static void player_physics_ground(void) } player.slip_last = slip; +#endif float substep = ktimestep * 0.2f; @@ -425,11 +573,33 @@ static void player_physics_ground(void) player.iY -= 3.6f * ktimestep; float steer = vg_get_axis( "horizontal" ); - player.iY -= vg_signf(steer)*powf(steer,2.0f) * 3.5f * ktimestep; + player.iY -= vg_signf(steer)*powf(steer,2.0f) * 1.5f * ktimestep; +} + +static void draw_cross(v3f pos,u32 colour) +{ + v3f p0, p1; + v3_add( (v3f){ 1.0f,0.0f,0.0f}, pos, p0 ); + v3_add( (v3f){-1.0f,0.0f,0.0f}, pos, p1 ); + vg_line( p0, p1, colour ); + v3_add( (v3f){0.0f, 1.0f,0.0f}, pos, p0 ); + v3_add( (v3f){0.0f,-1.0f,0.0f}, pos, p1 ); + vg_line( p0, p1, colour ); + v3_add( (v3f){0.0f,0.0f, 1.0f}, pos, p0 ); + v3_add( (v3f){0.0f,0.0f,-1.0f}, pos, p1 ); + vg_line( p0, p1, colour ); } static void player_physics_air(void) { + /* Debug prediciton */ + + m3x3_mulv( player.vr, player.v, player.v ); + for( int i=0; i= clock_divider ) + clock = 0; + else + return; + /* temp */ + if( freecam ) + { + player_freecam(); + return; + } + if( vg_get_axis("grabl")>0.0f) reset_player(0,NULL); - if( vg_get_button( "forward" ) ) + if( vg_get_button( "push" ) ) { v3f dir = { 0.0f, 0.0f, -1.0f }; m3x3_mulv( player.to_world, dir, dir ); v3_muladds( player.v, dir, 5.0f * ktimestep, player.v ); } - float horizontal = vg_get_axis("horizontal"), vertical = vg_get_axis("vertical"); @@ -508,15 +694,12 @@ static void player_update(void) player.joy_l[0] = vg_signf(horizontal) * powf( horizontal, 2.0f ); player.joy_l[1] = vg_signf(vertical) * powf( vertical, 2.0f ); - if( freecam ) + /* Integrate velocity */ + if( sv_phys ) { - player_freecam(); - return; + apply_gravity( player.v, ktimestep ); + v3_muladds( player.co, player.v, ktimestep, player.co ); } - - /* Integrate velocity */ - apply_gravity( player.v, ktimestep ); - v3_muladds( player.co, player.v, ktimestep, player.co ); /* Integrate inertia */ v4f rotate; v3f vup = {0.0f,1.0f,0.0f}; @@ -538,19 +721,10 @@ static void player_update(void) player_physics_ground(); /* Camera and character */ - float kheight = 1.8f, - kleg = 0.6f; - - v3f head; - head[0] = 0.0f; - head[1] = kheight; - head[2] = 0.0f; - - m4x3_mulv( player.to_world, head, head ); - v3_copy( head, player.view ); player_transform_update(); q_normalize(player.rot); + player_animate(); } void vg_update(void) @@ -559,8 +733,45 @@ void vg_update(void) /* Creating a skeleton of the player dynamically */ - v2f ac; + #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 +} + +static void player_animate(void) +{ + /* Camera position */ static v3f last_vel = { 0.0f, 0.0f, 0.0f }; static v3f momentum, bob; @@ -568,7 +779,6 @@ void vg_update(void) v3_copy( player.v, last_vel ); v3_add( momentum, player.a, momentum ); - v3_lerp( momentum, (v3f){0.0f,0.0f,0.0f}, 0.1f, momentum ); v3f target; @@ -576,166 +786,168 @@ void vg_update(void) momentum[1] = vg_clampf( momentum[1], -0.2f, 5.0f ); momentum[2] = vg_clampf( momentum[2], -2.0f, 2.0f ); v3_copy( momentum, target ); - v3_lerp( bob, target, 0.2f, bob ); /* Head */ -#if 0 - float lslip = fabsf(slip); //vg_minf( 0.4f, slip ); + float lslip = fabsf(player.slip); //vg_minf( 0.4f, slip ); - static float grab = 0.0f; float grabt = vg_get_axis( "grabr" )*0.5f+0.5f; - grab = vg_lerpf( grab, grabt, 0.04f ); + player.grab = vg_lerpf( player.grab, grabt, 0.04f ); + + float kheight = 2.0f, + kleg = 0.6f; v3f head; - head[0] = 0.0f;//(-sinf(lslip)*0.9f * kheight) * 0.44f; - head[1] = (0.3f + cosf(lslip)*0.5f) * kheight - grab*0.7f; - head[2] = 0.0f; + head[0] = 0.0f; + head[1] = (0.3f+cosf(lslip)*0.5f*(1.0f-player.grab*0.7f)) * kheight; + head[2] = 0.0f; v3f offset; m3x3_mulv( player.to_local, bob, offset ); - offset[0] *= 0.25f; + + offset[0] *= 0.3333f; offset[1] *= -0.25f; offset[2] *= 0.7f; v3_muladds( head, offset, 0.7f, head ); + head[1] = vg_clampf( head[1], 0.3f, kheight ); - head[1] = vg_clampf( head[1], 0.3f, 20.0f ); + v3_copy( head, player.view ); - 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); + /* New board transformation */ + v4f board_rotation; v3f board_location; + + /* TODO: Move this out of animate into update */ + v2_lerp( player.board_xy, (v2f){ vg_get_axis("h1"), vg_get_axis("v1") }, + ktimestep*3.0f, player.board_xy ); + + v4f rz, rx; + q_axis_angle( rz, (v3f){ 0.0f, 0.0f, 1.0f }, player.board_xy[0] ); + q_axis_angle( rx, (v3f){ 1.0f, 0.0f, 0.0f }, player.board_xy[1] ); + q_mul( rx, rz, board_rotation ); + + v3f *mboard = player.mdl.matrices[k_chpart_board];// player.mboard; + q_m3x3( board_rotation, mboard ); + m3x3_mulv( mboard, (v3f){ 0.0f, -0.5f, 0.0f }, board_location ); + v3_add( (v3f){0.0f,0.5f,0.0f}, board_location, board_location ); + v3_copy( board_location, mboard[3] ); - 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)); + /* In the air, the dude should grab with the side thats highest, + * while also sliding the same foot downwards a bit */ - if( vg_maxf(lslip,grab) > 0.5f ) + 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 ) { - if( slip < 0.0f && in_air ) + float tuck = player.board_xy[1], + tuck_amt = fabsf( tuck ) * (1.0f-fabsf(player.board_xy[0])); + + if( tuck < 0.0f ) { - player.handl_target[0] = 0.15f; - player.handl_target[1] = 0.1f; - player.handl_target[2] = 0.4f; + 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 { - player.handr_target[0] = 0.15f; - player.handr_target[1] = 0.1f; - player.handr_target[2] = -0.4f; - } + foot_r *= 1.0f-tuck_amt*1.4f; - if( grab > 0.5f ) - { - player.handr_target[0] = -0.15f; - player.handr_target[1] = 0.1f; - player.handr_target[2] = 0.4f; + if( player.grab > 0.1f ) + { + m4x3_mulv( mboard, (v3f){0.1f,0.14f,-0.6f}, + player.handr_target ); + } } } -#endif + 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 ); -static void debug_grid( v3f at ) -{ - v3f base; - v3_floor( at, base ); + v3_copy( player.view, collar ); + v3_add( (v3f){ 0.2f,-0.45f,0.0f}, collar, hips ); + + player.mdl.rhip = sinf(vg_time); + player.mdl.rcollar = sinf(vg_time)*0.5f; - for( int y=0; y<16; y++ ) - { - vg_line( (v3f){ base[0] - 8, base[1], base[2]+y-8 }, - (v3f){ base[0] + 8, base[1], base[2]+y-8 }, - 0x40ffffff ); - } - for( int x=0; x<16; x++ ) - { - vg_line( (v3f){ base[0]+x-8, base[1], base[2]-8 }, - (v3f){ base[0]+x-8, base[1], base[2]+8 }, - 0x40ffffff ); - } -} + 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; -static void draw_player(void) -{ - mesh_bind( &player.mesh ); - float const kleg_upper = 0.53f, - kleg_lower = 0.5f, - karm_ratio = 0.75f, - karm_upper = kleg_upper*karm_ratio, - karm_lower = kleg_lower*karm_ratio; - - /* Create IK targets */ - struct ik_basic ik_leg_l = { .l1 = kleg_upper, .l2 = kleg_lower }, - ik_leg_r = { .l1 = kleg_upper, .l2 = kleg_lower }, - ik_arm_l = { .l1 = karm_upper, .l2 = karm_lower }, - ik_arm_r = { .l1 = karm_upper, .l2 = karm_lower }; - - v3f butt, fwd; - - m4x3_mulv( player.to_world, (v3f){ 0.0f,0.16f,-0.4f }, ik_leg_r.end ); - m4x3_mulv( player.to_world, (v3f){ 0.0f,0.16f, 0.3f }, ik_leg_l.end ); - m4x3_mulv( player.to_world, (v3f){ -0.6f,0.5f,-0.4f }, ik_leg_r.pole ); - m4x3_mulv( player.to_world, (v3f){ -0.6f,0.5f,0.35f }, ik_leg_l.pole ); - - m3x3_mulv( player.to_world, (v3f){ 0.2f,-0.55f,0.0f}, butt ); - v3_add( butt, player.view, butt ); - - m3x3_mulv( player.to_world, (v3f){0.0f,0.0f,-1.0f}, fwd ); - v3_muladds( butt, fwd, 0.1f, ik_leg_r.base ); - v3_muladds( butt, fwd,-0.1f, ik_leg_l.base ); - - /* Compute IK */ - m4x3f mleg_l, mknee_l, mleg_r, mknee_r, mboard; + 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 ); - ik_basic( &ik_leg_r, mleg_r, mknee_r ); - ik_basic( &ik_leg_l, mleg_l, mknee_l ); + 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 = {0.2f,-0.1f, 0.2f}, - neckr = {0.2f,-0.1f,-0.2f}; - - v3_lerp( player.handl, player.handl_target, 0.04f, player.handl ); - v3_lerp( player.handr, player.handr_target, 0.04f, player.handr ); - - m3x3_mulv( player.to_world, neckl, neckl ); - m3x3_mulv( player.to_world, neckr, neckr ); - - v3_add( player.view, neckl, ik_arm_l.base ); - v3_add( player.view, neckr, ik_arm_r.base ); - m4x3_mulv( player.to_world, player.handl, ik_arm_l.end ); - m4x3_mulv( player.to_world, player.handr, ik_arm_r.end ); - m4x3_mulv( player.to_world, (v3f){ 0.6f,0.7f, 0.4f }, ik_arm_l.pole ); - m4x3_mulv( player.to_world, (v3f){ 0.6f,0.7f,-0.35f }, ik_arm_r.pole ); - - m4x3f marm_l, melbow_l, marm_r, melbow_r; - ik_basic( &ik_arm_l, marm_l, melbow_l ); - ik_basic( &ik_arm_r, marm_r, melbow_r ); - m4x3_scale( marm_l, karm_ratio ); - m4x3_scale( marm_r, karm_ratio ); - m4x3_scale( melbow_l, karm_ratio ); - m4x3_scale( melbow_r, karm_ratio ); + 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 ); - /* Draw */ - vg_tex2d_bind( &tex_grid, 0 ); - scene_tree_sway = 0.0f; + 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 ); + } + + v3f camoffs = {-0.3f,0.0f,0.3f}; + v3_add( player.view, camoffs, player.view ); - mesh_bind( &player.mesh ); - m4x4f mat; + m4x3_copy( mboard, player.mdl.matrices[k_chpart_wheels] ); +} +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 ); - vg_tex2d_bind( &tex_grid, 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 ); - m4x3_expand( player.to_world, mat ); - glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat ); + glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mboard ); submodel_draw( &player.board ); glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), @@ -746,55 +958,59 @@ static void draw_player(void) 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 ); - submodel_draw( &player.feet ); + 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 ); - m4x3_expand( mleg_l, mat ); - glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat ); - submodel_draw( &player.legu ); + glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mleg_l ); + submodel_draw( &player.leg_l0 ); - m4x3_expand( mknee_l, mat ); - glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat ); - submodel_draw( &player.legl ); + glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mknee_l ); + submodel_draw( &player.leg_l1 ); - m4x3_expand( mleg_r, mat ); - glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat ); - submodel_draw( &player.legu ); + glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mleg_r ); + submodel_draw( &player.leg_r0 ); - m4x3_expand( mknee_r, mat ); - glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat ); - submodel_draw( &player.legl ); + glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mknee_r ); + submodel_draw( &player.leg_r1 ); /* arms */ - m4x3_expand( marm_l, mat ); - glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat ); - submodel_draw( &player.legu ); + glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.marm_l ); + submodel_draw( &player.arm_l0 ); - m4x3_expand( melbow_l, mat ); - glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat ); - submodel_draw( &player.legl ); + glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.melbow_l ); + submodel_draw( &player.arm_l1 ); - m4x3_expand( marm_r, mat ); - glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat ); - submodel_draw( &player.legu ); + glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.marm_r ); + submodel_draw( &player.arm_r0 ); - m4x3_expand( melbow_r, mat ); - glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat ); - submodel_draw( &player.legl ); + glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.melbow_r ); + submodel_draw( &player.arm_r1 ); /* body */ - m4x3f mbutt; - m3x3_copy( player.to_world, mbutt ); - v3_copy( butt, mbutt[3] ); + glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mbutt ); + submodel_draw( &player.body ); - m4x3_expand( mbutt, mat ); - glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat ); - submodel_draw( &player.torso ); + 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 ); } void vg_render(void) @@ -807,25 +1023,24 @@ void vg_render(void) glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); v3f pos_inv; - v3_negate( player.view, pos_inv ); + m4x3_mulv( player.to_world, player.view, pos_inv ); + v3_negate( pos_inv, pos_inv ); 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 ); - static v2f look_lerped = {0.0f,0.0f}; - v2_lerp( look_lerped, player.look_dir, 0.03f, look_lerped ); - m4x3_identity( world_matrix ); m4x3_rotate_x( world_matrix, - freecam? look_lerped[1]: 0.6f+shake[1]*0.04f+look_lerped[1] ); + freecam? + player.look_dir[1]: + 0.6f+shake[1]*0.04f+player.look_dir[1] ); - m4x3_rotate_y( world_matrix, look_lerped[0]+shake[0]*0.02f ); + m4x3_rotate_y( world_matrix, player.look_dir[0]+shake[0]*0.02f ); m4x3_translate( world_matrix, pos_inv ); m4x4f world_4x4; m4x3_expand( world_matrix, world_4x4 ); - m4x4_projection( vg_pv, freecam? 90.0f: 130.0f, (float)vg_window_x / (float)vg_window_y, @@ -839,9 +1054,9 @@ void vg_render(void) glEnable( GL_DEPTH_TEST ); scene_foliage_shader_use(); - m4x4f temp1; - m4x4_identity( temp1 ); - glUniformMatrix4fv( SHADER_UNIFORM( shader_debug_vcol, "uMdl" ), + m4x3f temp1; + m4x3_identity( temp1 ); + glUniformMatrix4x3fv( SHADER_UNIFORM( shader_debug_vcol, "uMdl" ), 1, GL_FALSE, (float *)temp1 ); vg_tex2d_bind( &tex_norwey, 0 ); @@ -853,10 +1068,10 @@ void vg_render(void) scene_debugsdf( &world.foliage ); SHADER_USE(shader_unlit); - m4x4f temp2; - m4x4_identity(temp2); - //m4x4_translate( temp2, player.co ); - glUniformMatrix4fv( SHADER_UNIFORM( shader_unlit, "uMdl" ), + 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 ); @@ -867,23 +1082,24 @@ void vg_render(void) 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 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 ); - - glUniformMatrix4fv( SHADER_UNIFORM( shader_standard_lit, "uMdl" ), + glUniformMatrix4x3fv( SHADER_UNIFORM( shader_standard_lit, "uMdl" ), 1, GL_FALSE, (float *)temp1 ); vg_tex2d_bind( &tex_grid, 0 ); scene_bind( &world.geo ); -#if 0 +#if 1 glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), 0.2f,0.36f,0.25f,1.0f ); submodel_draw( &world.terrain ); @@ -905,7 +1121,7 @@ void vg_render(void) vg_lines_drawall( (float *)vg_pv ); /* Debugger camera */ - glViewport( 0,0, 512, 512 ); + glViewport( 0,0, 800, 800 ); glClearColor( 0.1f, 0.0f, 0.2f, 1.0f ); glClear( GL_DEPTH_BUFFER_BIT ); @@ -928,6 +1144,7 @@ void vg_render(void) if(sv_debugcam) { glEnable( GL_DEPTH_TEST ); + draw_player(); }