X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;ds=sidebyside;f=player_glide.c;h=af44ea6e806ed6f30088f811d679fc1e841c271c;hb=888e62fcd8f9777cee774fbb8fab2e52660303a7;hp=27d16ddee0b1a6fe70e31047b21d60e43b9b6499;hpb=cb33fd040ae809dd651d6f884be92f800bc58a60;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_glide.c b/player_glide.c index 27d16dd..af44ea6 100644 --- a/player_glide.c +++ b/player_glide.c @@ -7,6 +7,7 @@ #include "vg/vg_rigidbody.h" #include "scene_rigidbody.h" #include "shaders/model_board_view.h" +#include "shaders/model_entity.h" static f32 k_glide_steer = 2.0f, k_glide_cl = 0.04f, @@ -208,6 +209,7 @@ static void player_glide_update(void){ joystick_state( k_srjoystick_steer, steer ); if( glider_physics( steer ) ){ + vg_info( "player fell off due to glider hitting ground\n" ); player__dead_transition( k_player_die_type_generic ); localplayer.glider_orphan = 1; } @@ -255,6 +257,22 @@ static void player_glide_post_animate(void){ localplayer.cam_dist = 2.0f + v3_length( localplayer.rb.v )*0.2f; } +static void player_glide_animator_exchange( bitpack_ctx *ctx, void *data ){ + struct player_glide_animator *animator = data; + + bitpack_qv3f( ctx, 24, -1024.0f, 1024.0f, animator->root_co ); + bitpack_qquat( ctx, animator->root_q ); +} + +static void +player_glide_remote_animator_exchange( bitpack_ctx *ctx, void *data ){ + struct remote_glider_animator *animator = data; + + bitpack_qv3f( ctx, 24, -1024.0f, 1024.0f, animator->root_co ); + bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->s ); + bitpack_qquat( ctx, animator->root_q ); +} + static void player_glide_im_gui(void){ player__debugtext( 1, "Nothing here" ); player__debugtext( 1, " lift: %.2f %.2f %.2f", @@ -271,10 +289,21 @@ static void player_glide_im_gui(void){ player_glide.info_drag[2] ); } +static void player_glide_equip_glider(void){ + if( !localplayer.have_glider ){ + localplayer.have_glider = 1; + localplayer.glider_orphan = 0; + player_glide.t = -1.0f; + } +} + static int ccmd_player_glider_spawn( int argc, const char *argv[] ){ - localplayer.have_glider = 1; - localplayer.glider_orphan = 0; - player_glide.t = -1.0f; + if( vg_console.cheats ){ + player_glide_equip_glider(); + } + else { + vg_error( "Can't spawn without cheats enabled.\n" ); + } return 0; } @@ -376,7 +405,25 @@ static void player_glide_bind(void){ &player_glide.glider_textures[i+1] ); } + /* load trail positions */ + mdl_array_ptr markers; + MDL_LOAD_ARRAY( mdl, &markers, ent_marker, vg_mem.scratch ); + + for( u32 i=0; itransform.co, + player_glide.trail_positions[ player_glide.trail_count ++ ] ); + + if( player_glide.trail_count == vg_list_size(trails_glider) ) + break; + } + mdl_close( mdl ); + + /* allocate effects */ + for( u32 i=0; imeshs); i ++ ){ + mdl_mesh *mesh = mdl_arritm( &mdl->meshs, i ); + + m4x3f mmmdl; + mdl_transform_m4x3( &mesh->transform, mmmdl ); + m4x3_mul( mmdl, mmmdl, mmmdl ); + + if( shader == k_board_shader_player ) + shader_model_board_view_uMdl( mmmdl ); + else if( shader == k_board_shader_entity ){ + m4x4f m4mmmdl; + m4x3_expand( mmmdl, m4mmmdl ); + m4x4_mul( cam->mtx_prev.pv, m4mmmdl, m4mmmdl ); + + shader_model_entity_uMdl( mmmdl ); + shader_model_entity_uPvmPrev( m4mmmdl ); + } + + for( u32 j=0; jsubmesh_count; j ++ ){ + mdl_submesh *sm = mdl_arritm( &mdl->submeshs, mesh->submesh_start+j ); + if( !sm->material_id ) { + vg_error( "Invalid material ID 0\n" ); + continue; + } + + mdl_material *mat = mdl_arritm( &mdl->materials, sm->material_id-1 ); + if( mat->tex_diffuse != current_tex ){ + glBindTexture( GL_TEXTURE_2D, + player_glide.glider_textures[ mat->tex_diffuse ] ); + current_tex = mat->tex_diffuse; + } + + mdl_draw_submesh( sm ); + } + } +} + /* * TODO: more flexible way to call * - this depends on the current state, but we need to pass a struct in @@ -501,37 +593,33 @@ static void player_glide_render( camera *cam, world_instance *world, m3x3_scale( mmdl, kf_res.s ); v3_copy( kf_res.co, mmdl[3] ); - u32 current_tex = 0xffffffff; - glActiveTexture( GL_TEXTURE0 ); - - mdl_context *mdl = &player_glide.glider; - mesh_bind( &player_glide.glider_mesh ); - - for( u32 i=0; imeshs); i ++ ){ - mdl_mesh *mesh = mdl_arritm( &mdl->meshs, i ); - - m4x3f mmmdl; - mdl_transform_m4x3( &mesh->transform, mmmdl ); - m4x3_mul( mmdl, mmmdl, mmmdl ); + render_glider_model( cam, world, mmdl, k_board_shader_player ); - shader_model_board_view_uMdl( mmmdl ); + /* totally FUCKED */ + v4_copy( kf_res.q, player_glide.remote_animator.root_q ); + v3_copy( kf_res.co, player_glide.remote_animator.root_co ); + player_glide.remote_animator.s = kf_res.s[0]; +} - for( u32 j=0; jsubmesh_count; j ++ ){ - mdl_submesh *sm = mdl_arritm( &mdl->submeshs, mesh->submesh_start+j ); - if( !sm->material_id ) { - vg_error( "Invalid material ID 0\n" ); - continue; - } +static void player_glide_render_effects( camera *cam ){ + v3f co, temp; + v4f q; + rb_extrapolate( &player_glide.rb, co, q ); + q_mulv( q, (v3f){0,-0.5f,0}, temp ); + v3_add( temp, co, co ); - mdl_material *mat = mdl_arritm( &mdl->materials, sm->material_id-1 ); - if( mat->tex_diffuse != current_tex ){ - glBindTexture( GL_TEXTURE_2D, - player_glide.glider_textures[ mat->tex_diffuse ] ); - current_tex = mat->tex_diffuse; - } + f32 alpha = vg_maxf( (fabsf(player_glide.info_lift[2])-1.0f), 0.0f ) /18.0f; - mdl_draw_submesh( sm ); - } + for( u32 i=0; i