X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=main.c;h=55a8f5994581cd60eac60dfa82d8d2ace34316e1;hb=06f283ec6d2bb1b768cfa01b7ccd073d4f5a3bb3;hp=8a812289e010d81301a5ce25ec26ef3de5417187;hpb=54ca09093b8d5f752b4a0897bd9703f3b2ad6ed1;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/main.c b/main.c index 8a81228..55a8f59 100644 --- a/main.c +++ b/main.c @@ -1,5 +1,4 @@ -#define VG_3D -#include "vg/vg.h" +#include "common.h" /* Resources */ vg_tex2d tex_norwey = { .path = "textures/norway_foliage.qoi" }; @@ -7,99 +6,92 @@ vg_tex2d tex_grid = { .path = "textures/grid.qoi" }; vg_tex2d tex_sky = { .path = "textures/sky.qoi" }; vg_tex2d tex_gradients = { .path = "textures/gradients.qoi", .flags = VG_TEXTURE_CLAMP }; -vg_tex2d *texture_list[] = -{ - &tex_norwey, - &tex_gradients, - &tex_grid, - &tex_sky -}; +vg_tex2d tex_cement = { .path = "textures/cement512.qoi" }; +vg_tex2d tex_water = { .path = "textures/water.qoi" }; /* Convars */ -static int freecam = 0; static int debugview = 0; -static int debugsdf = 0; static int sv_debugcam = 0; /* Components */ #include "road.h" #include "scene.h" #include "ik.h" +#include "terrain.h" +#include "character.h" +#include "ragdoll.h" +#include "rigidbody.h" +#include "render.h" +#include "gate.h" +#include "water.h" +#include "world.h" +#include "player.h" + +#include "shaders/blit.h" +#include "shaders/standard.h" +#include "shaders/unlit.h" -int main( int argc, char *argv[] ) -{ - vg_init( argc, argv, "Voyager Game Engine" ); -} - -m4x3f world_matrix; - -static struct gplayer +void vg_register(void) { - v3f co, v, a; - v4f rot; - float vswitch, slip_last; - - v3f view; - v2f look_dir; /* TEMP */ - - m4x3f to_world, to_local; - - glmesh mesh; - - submodel legl, - legu, - board, - torso, - wheels; + shader_blit_register(); + shader_standard_register(); + shader_unlit_register(); + + terrain_register(); + character_register(); + water_register(); + gate_register(); } -player; -static struct gworld +vg_tex2d *texture_list[] = { - glmesh skydome; - - scene foliage, /* Tree shader */ - geo, /* Std shader, collisions */ - detail; /* Std shader, no collisions */ + &tex_norwey, + &tex_gradients, + &tex_grid, + &tex_sky, + &tex_cement, + &tex_water, + &tex_water_surf +}; - submodel terrain, - terrain_rocks, - terrain_road; +int main( int argc, char *argv[] ) +{ + vg_init( argc, argv, "Voyager Game Engine" ); } -world; -static void player_transform_update(void) -{ - q_m3x3( player.rot, player.to_world ); - v3_copy( player.co, player.to_world[3] ); +#if 0 +rigidbody mr_box = { + .bbx = {{ -1.0f, -0.25f, -0.25f }, { 1.0f, 0.25f, 0.25f }} +}; - v4f inv; - q_inv( player.rot, inv ); - q_m3x3( inv, player.to_local ); - v3_negate( player.co, player.to_local[3] ); -} +rigidbody mrs_box = { + .bbx = {{ -0.5f, -0.25f, -0.25f }, { 0.5f, 0.25f, 0.25f }} +}; -static int reset_player( int argc, char const *argv[] ) +teleport_gate gate_a = { + .co = { 0.0f, -3.0f, -15.0f }, + .q = { 0.0f, 0.0f, 0.0f, 1.0f } +}, +gate_b = { + .co = { -8.0f, -3.0f, -17.0f }, + .q = { 0.0f, 0.0f, 0.0f, 1.0f } +}; +#endif + +static int playermodel( int argc, char const *argv[] ) { - v3_zero( player.co ); - v3_copy( (v3f){ 0.0f, 0.0f, -0.2f }, player.v ); - q_identity( player.rot ); - player.vswitch = 1.0f; - player.slip_last = 0.0f; + if( argc < 1 ) return 0; + + glmesh old_mesh = player.mdl.mesh; - player_transform_update(); - return 0; -} + if( character_load( &player.mdl, argv[0] ) ) + mesh_free( &old_mesh ); -void vg_register(void) -{ - scene_register(); + return 1; } void vg_start(void) { - vg_tex2d_init( texture_list, vg_list_size( texture_list ) ); - vg_convar_push( (struct vg_convar){ .name = "freecam", .data = &freecam, @@ -124,574 +116,84 @@ void vg_start(void) .persistent = 1 }); - vg_convar_push( (struct vg_convar){ - .name = "debugsdf", - .data = &debugsdf, - .data_type = k_convar_dtype_i32, - .opt_i32 = { .min=0, .max=1, .clamp=1 }, - .persistent = 1 - }); - vg_function_push( (struct vg_cmd){ .name = "reset", .function = reset_player }); - - 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" ); - free(char_dev); - - /* Setup scene */ - scene_init( &world.geo ); - scene_init( &world.detail ); - scene_init( &world.foliage ); - - model *mworld = vg_asset_read( "models/free_dev.mdl" ); - model *mtest = vg_asset_read( "models/test.mdl" ); - - model *msky = vg_asset_read( "models/skydome.mdl" ); - model_unpack( msky, &world.skydome ); - free( msky ); - - scene_add_model( &world.geo, mworld, submodel_get( mworld, "terrain" ), - (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f ); - scene_copy_slice( &world.geo, &world.terrain ); - - scene_add_model( &world.geo, mworld, submodel_get( mworld, "terrain_rocks" ), - (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f ); - scene_copy_slice( &world.geo, &world.terrain_rocks ); - - submodel *ptree = submodel_get( mtest, "tree" ), - *pt_groundcover[] = - { - submodel_get( mtest, "bush" ), - submodel_get( mtest, "bush" ), - submodel_get( mtest, "blubber" ), - }; - - /* Sprinkle some trees in the terrain areas */ - v3f range; - v3_sub( world.geo.bbx[1], world.geo.bbx[0], range ); - -#ifdef VG_RELEASE - int const ktree_count = 8000, - kfoliage_count = 200000; -#else - int const ktree_count = 200, - kfoliage_count = 0; -#endif - for( int i=0; i 0.9f ) - { - scene_add_model( &world.foliage, mtest, ptree, - pos, vg_randf() * VG_TAUf, vg_randf() * 0.5f + 0.5f ); - } - } - } - - for( int i=0; i 0.7f ) - { - scene_add_model( &world.foliage, mtest, - pt_groundcover[rand()%vg_list_size(pt_groundcover)], - pos, vg_randf() * VG_TAUf, vg_randf() * 0.5f + 0.5f ); - } - } - } - - scene_add_model( &world.geo, mworld, submodel_get( mworld, "road" ), - (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f ); - scene_copy_slice( &world.geo, &world.terrain_road ); + vg_tex2d_init( texture_list, vg_list_size( texture_list ) ); - scene_add_model( &world.detail, mworld, submodel_get( mworld, "art" ), - (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f ); + render_init(); + gate_init(); + terrain_init(); + character_init(); - free( mtest ); - free( mworld ); + character_load( &player.mdl, "ch_default" ); + character_init_ragdoll( &player.mdl ); - scene_compute_occlusion( &world.foliage ); + world_load(); - scene_upload( &world.foliage ); - scene_upload( &world.geo ); - scene_upload( &world.detail ); - - reset_player( 0, NULL ); + reset_player( 1, (const char *[]){ "tutorial" } ); player_transform_update(); } -v3f head; - void vg_update(void) { - float timestep = 1.0f/60.0f; - - if( freecam ) - { - m4x3f cam_rot; - m4x3_identity( cam_rot ); - m4x3_rotate_y( cam_rot, -player.look_dir[0] ); - m4x3_rotate_x( cam_rot, -player.look_dir[1] ); - - v3f lookdir = { 0.0f, 0.0f, -1.0f }, - sidedir = { 1.0f, 0.0f, 0.0f }; - - m4x3_mulv( cam_rot, lookdir, lookdir ); - m4x3_mulv( cam_rot, sidedir, sidedir ); - - float movespeed = 5.0f; - static v2f mouse_last, - view_vel = { 0.0f, 0.0f }; - static v3f move_vel = { 0.0f, 0.0f, 0.0f }; - - if( vg_get_button_down( "primary" ) ) - { - v2_copy( vg_mouse, mouse_last ); - } - else if( vg_get_button( "primary" ) ) - { - v2f delta; - v2_sub( vg_mouse, mouse_last, delta ); - v2_copy( vg_mouse, mouse_last ); - - v2_muladds( view_vel, delta, 0.005f, view_vel ); - } - - v2_muls( view_vel, 0.75f, view_vel ); - v2_add( view_vel, player.look_dir, player.look_dir ); - player.look_dir[1] = - vg_clampf( player.look_dir[1], -VG_PIf*0.5f, VG_PIf*0.5f ); - - if( vg_get_button( "forward" ) ) - v3_muladds( move_vel, lookdir, timestep * movespeed, move_vel ); - if( vg_get_button( "back" ) ) - v3_muladds( move_vel, lookdir, timestep *-movespeed, move_vel ); - if( vg_get_button( "left" ) ) - v3_muladds( move_vel, sidedir, timestep *-movespeed, move_vel ); - if( vg_get_button( "right" ) ) - v3_muladds( move_vel, sidedir, timestep * movespeed, move_vel ); - - v3_muls( move_vel, 0.75f, move_vel ); - v3_add( move_vel, player.view, player.view ); - } - - - static int in_air = 1; - - v3f ground_pos, ground_norm; - v3_copy( player.co, ground_pos ); - - if( sample_scene_height( &world.geo, ground_pos, ground_norm ) ) - { -#if 0 - v3f localup; - m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, localup ); - v3_normalize(localup); - v3_normalize(ground_norm); - - float angle = v3_dot( localup, ground_norm ); - v3f axis; - v3_cross( localup, ground_norm, axis ); - - if( angle < 0.999f && !in_air ) - { - v4f correction; - q_axis_angle( correction, axis, acosf(angle) ); - q_mul( correction, player.rot, player.rot ); - } -#endif - } - - if( freecam ) - return; - - if( in_air ) - { - v3f pco, pco1, pv; - - float pstep = timestep*10.0f; - - v3f gravity = { 0.0f, -9.6f, 0.0f }; - v3_copy( player.co, pco ); - v3_copy( player.v, pv ); - - v3f targetn; - - for( int i=0; i<20; i++ ) - { - v3_copy( pco, pco1 ); - v3_muladds( pv, gravity, pstep, pv ); - v3_muladds( pco, pv, pstep, pco ); - - vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff ); - - v3f sh; - v3_copy( pco, sh ); - sample_scene_height( &world.geo, sh, targetn ); - - if( sh[1] >= pco[1] ) - { - v3f localup; - m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, localup ); - - float angle = v3_dot( localup, targetn ); - v3f axis; - v3_cross( localup, targetn, axis ); - - if( angle < 0.99f ) - { - v4f correction; - q_axis_angle( correction, axis, acosf(angle)*0.1f ); - q_mul( correction, player.rot, player.rot ); - } - - break; - } - } - - if( ground_pos[1] > player.co[1] ) - { - in_air = 0; - } - } - - if( vg_get_button( "forward" ) ) - { - v3f dir = { 0.0f, 0.0f, -1.0f }; - - m3x3_mulv( player.to_world, dir, dir ); - v3_muladds( player.v, dir, 5.0f * timestep, player.v ); - } - - /* Get front and back contact points */ - - v3f contact_front, contact_back, fwd, fwd1, contact_norm, vup, vside; - v3f 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 ); - - 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 ); - - v3f norm; - v3f v0, v1; - v3_sub( contact_norm, contact_front, v0 ); - v3_sub( contact_back, contact_front, v1 ); - v3_cross( v1, v0, norm ); - v3_normalize( norm ); - - vg_line( contact_norm, contact_front, 0xff00ff00 ); - vg_line( contact_back, contact_front, 0xff0000ff ); - - /* Surface alignment */ - float angle = v3_dot( vup, norm ); - v3_cross( vup, norm, axis ); - - if( angle < 0.999f && !in_air ) - { - v4f correction; - q_axis_angle( correction, axis, acosf(angle) ); - q_mul( correction, player.rot, player.rot ); - } - - - v3f gravity = { 0.0f, -9.6f, 0.0f }; - v3_muladds( player.v, gravity, timestep, player.v ); - - if( !in_air ) - { - float resistance = v3_dot( norm, player.v ); - - if( resistance >= 0.0f ) - in_air = 1; - else - { - v3_muladds( player.v, norm, -resistance, player.v ); - } - } - - /* vg_info( "%.3f | %.3f\n", player.v[1], resistance ); */ - v3_muladds( player.co, player.v, timestep, player.co ); - - float slip = 0.0f; - float yawamt = 0.0f; - - if( !in_air ) - { - player.co[1] = (contact_front[1]+contact_back[1])*0.5f; - - v3f vel; - m3x3_mulv( player.to_local, player.v, vel ); - - /* Calculate local forces */ - - slip = (-vel[0] / vel[2]) * player.vswitch; - if( fabsf( slip ) > 1.2f ) - slip = vg_signf( slip ) * 1.2f; - - - 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; - - float substep = timestep * 0.2f; - - for( int i=0; i<5; i++ ) - { - if( fabsf(vel[2]) >= 0.02f*substep ) - vel[2] += vg_signf( vel[2] ) * -0.02f * substep; - if( fabsf(vel[0]) >= 6.0f*substep ) - vel[0] += vg_signf( vel[0] ) * -6.0f * substep; - } - - m3x3_mulv( player.to_world, vel, player.v ); - - if( vg_get_button( "yawl" ) ) - yawamt = 1.6f * timestep; - if( vg_get_button( "yawr" ) ) - yawamt = -1.6f * timestep; - - yawamt -= vg_get_axis( "horizontal" ) * 1.6f * timestep; - - } - else - { - yawamt -= vg_get_axis( "horizontal" ) * 3.6f * timestep; - - v4f pitch; - q_axis_angle( pitch, vside, vg_get_axis( "vertical" ) * 3.6f *timestep ); - q_mul( pitch, player.rot, player.rot ); - } - - v4f rotate; - q_axis_angle( rotate, vup, yawamt ); - q_mul( rotate, player.rot, player.rot ); - - player.look_dir[0] = atan2f( player.v[0], -player.v[2] ); - - /* Creating a skeleton of the player dynamically */ - float kheight = 1.8f, - kleg = 0.6f; - - v2f ac; - - static v3f last_vel = { 0.0f, 0.0f, 0.0f }; - static v3f momentum, bob; - - v3_sub( player.v, last_vel, player.a ); - 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; - - momentum[0] = vg_clampf( momentum[0], -2.0f, 2.0f ); - 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 */ - float lslip = fabsf(slip); //vg_minf( 0.4f, slip ); - head[0] = 0.0f;//(-sinf(lslip)*0.9f * kheight) * 0.44f; - head[1] = (0.3f + cosf(lslip)*0.5f) * kheight; - head[2] = 0.0f; - - v3f offset; - m3x3_mulv( player.to_local, bob, offset ); - offset[0] *= 0.25f; - offset[1] *= -0.25f; - offset[2] *= 0.7f; - v3_muladds( head, offset, 1.0f, head ); - - player_transform_update(); - - m4x3_mulv( player.to_world, head, head ); - v3_copy( head, player.view ); - - q_normalize(player.rot); -} - -static void debug_grid( v3f at ) -{ - v3f base; - v3_floor( at, base ); - - 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 ); - } + player_update(); } -static void draw_player(void) +static void vg_framebuffer_resize( int w, int h ) { - mesh_bind( &player.mesh ); - float const kleg_upper = 0.53f, - kleg_lower = 0.5f; - - /* Create IK targets */ - struct ik_basic ik_leg_l = { .l1 = kleg_upper, .l2 = kleg_lower }, - ik_leg_r = { .l1 = kleg_upper, .l2 = kleg_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; - - ik_basic( &ik_leg_r, mleg_r, mknee_r ); - ik_basic( &ik_leg_l, mleg_l, mknee_l ); - - /* Draw */ - vg_tex2d_bind( &tex_grid, 0 ); - scene_tree_sway = 0.0f; - - mesh_bind( &player.mesh ); - m4x4f mat; - - 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" ); - - float kscale = 0.7f; - glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), - 0.9f*kscale,0.6f*kscale,0.1f*kscale,1.0f ); - - m4x3_expand( player.to_world, mat ); - glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat ); - submodel_draw( &player.board ); - - glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), - 0.2f*kscale,0.3f*kscale,1.0f*kscale,1.0f ); - submodel_draw( &player.wheels ); - - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE); - glBlendEquation(GL_FUNC_ADD); - glDisable( GL_DEPTH_TEST ); - glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), - 0.2f*kscale,0.3f*kscale,1.0f*kscale,0.2f ); - - m4x3_expand( mleg_l, mat ); - glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat ); - submodel_draw( &player.legu ); - - m4x3_expand( mknee_l, mat ); - glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat ); - submodel_draw( &player.legl ); - - m4x3_expand( mleg_r, mat ); - glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat ); - submodel_draw( &player.legu ); - - m4x3_expand( mknee_r, mat ); - glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat ); - submodel_draw( &player.legl ); - - m4x3f mbutt; - m3x3_copy( player.to_world, mbutt ); - v3_copy( butt, mbutt[3] ); - - m4x3_expand( mbutt, mat ); - glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat ); - submodel_draw( &player.torso ); - - glDisable(GL_BLEND); - glEnable( GL_DEPTH_TEST ); + render_fb_resize(); + gate_fb_resize(); + water_fb_resize(); } void vg_render(void) { + glBindFramebuffer( GL_FRAMEBUFFER, 0 ); glViewport( 0,0, vg_window_x, vg_window_y ); glDisable( GL_DEPTH_TEST ); - glClearColor( 0.1f, 0.0f, 0.2f, 1.0f ); - glClearColor(141.0f/255.0f, 176.0f/255.0f, 215.0f/255.0f,1.0f); + glClearColor( 0.11f, 0.35f, 0.37f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); - v3f pos_inv; - v3_negate( player.view, pos_inv ); - - float speed = v3_length( player.v ); + float speed = freecam? 0.0f: 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 ); - m4x3_identity( world_matrix ); - m4x3_rotate_x( world_matrix, - freecam? player.look_dir[1]: 0.5f+shake[1]*0.04f ); - m4x3_rotate_y( world_matrix, player.look_dir[0]+shake[0]*0.02f ); - m4x3_translate( world_matrix, pos_inv ); - + if( player.is_dead ) + { +#if 0 + v3f delta; + v3_sub( player.mdl.ragdoll[k_chpart_head].co, player.follow, delta ); + v3_normalize(delta); + + v3f follow_pos; + v3_muladds( player.mdl.ragdoll[k_chpart_head].co, delta, + -1.5f, follow_pos ); + v3_lerp( player.follow, follow_pos, 0.1f, player.follow ); + v3_negate( player.follow, final ); + + + float yaw = atan2f( delta[0], -delta[2] ); + float pitch = asinf( delta[1] ); + m4x3_rotate_x( world_matrix, -pitch ); + m4x3_rotate_y( world_matrix, yaw ); +#endif + } + else + { + } + m4x4f world_4x4; - m4x3_expand( world_matrix, world_4x4 ); + m4x3_expand( player.camera_inverse, world_4x4 ); - m4x4_projection( vg_pv, - freecam? 90.0f: 130.0f, + gpipeline.fov = freecam? 60.0f: 120.0f; + m4x4_projection( vg_pv, gpipeline.fov, (float)vg_window_x / (float)vg_window_y, - 0.01f, 1000.0f ); + 0.025f, 1000.0f ); + m4x4_mul( vg_pv, world_4x4, vg_pv ); vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 1.0f, 0.0f, 0.0f }, 0xffff0000 ); @@ -700,66 +202,62 @@ void vg_render(void) glEnable( GL_DEPTH_TEST ); - scene_foliage_shader_use(); - m4x4f temp1; - m4x4_identity( temp1 ); - glUniformMatrix4fv( SHADER_UNIFORM( shader_debug_vcol, "uMdl" ), - 1, GL_FALSE, (float *)temp1 ); - - vg_tex2d_bind( &tex_norwey, 0 ); - scene_tree_sway = 0.1f; - - scene_bind( &world.foliage ); - scene_draw( &world.foliage ); - if( debugsdf ) - scene_debugsdf( &world.foliage ); - - SHADER_USE(shader_unlit); - m4x4f temp2; - m4x4_identity(temp2); - //m4x4_translate( temp2, player.co ); - glUniformMatrix4fv( SHADER_UNIFORM( shader_unlit, "uMdl" ), - 1, GL_FALSE, (float *)temp2 ); - glUniformMatrix4fv( SHADER_UNIFORM( shader_unlit, "uPv" ), - 1, GL_FALSE, (float *)vg_pv ); - - glUniform1i( SHADER_UNIFORM( shader_unlit, "uTexMain" ), 0 ); - vg_tex2d_bind( &tex_sky, 0 ); + /* + * Draw world + */ - SHADER_USE(shader_standard_lit); + render_world( vg_pv, player.camera ); + render_water_texture( player.camera ); - glUniformMatrix4fv( SHADER_UNIFORM( shader_standard_lit, "uPv" ), - 1, GL_FALSE, (float *)vg_pv ); - glUniform1i( SHADER_UNIFORM( shader_standard_lit, "uTexMain" ), 0 ); + glBindFramebuffer( GL_FRAMEBUFFER, 0 ); + render_water_surface( vg_pv ); - glUniformMatrix4fv( SHADER_UNIFORM( shader_standard_lit, "uMdl" ), - 1, GL_FALSE, (float *)temp1 ); +#if 0 + vg_tex2d_bind( &tex_water, 1 ); + render_gate( &gate_a, cam_transform ); +#endif - vg_tex2d_bind( &tex_grid, 0 ); + + /* Copy the RGB of what we have into the background buffer */ + glBindFramebuffer( GL_READ_FRAMEBUFFER, 0 ); + glBindFramebuffer( GL_DRAW_FRAMEBUFFER, gpipeline.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 ); - scene_bind( &world.geo ); - glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), - 0.2f,0.36f,0.25f,1.0f ); - submodel_draw( &world.terrain ); + if( !player.is_dead ) + glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT ); + else + glClear( GL_COLOR_BUFFER_BIT ); - glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), - 0.2f,0.2f,0.21f,1.0f ); - submodel_draw( &world.terrain_rocks ); + draw_player(); - glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), - 0.4f,0.4f,0.4f,1.0f ); - submodel_draw( &world.terrain_road ); + /* 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); - scene_bind( &world.detail ); - scene_draw( &world.detail ); + shader_blit_use(); + shader_blit_uTexMain( 0 ); + glActiveTexture(GL_TEXTURE0); + glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background ); - draw_player(); + render_fsquad(); + glDisable(GL_BLEND); + /* Other shite */ glDisable( GL_DEPTH_TEST ); vg_lines_drawall( (float *)vg_pv ); /* Debugger camera */ - glViewport( 0,0, 512, 512 ); +#if 0 + glViewport( 0,0, 800, 800 ); glClearColor( 0.1f, 0.0f, 0.2f, 1.0f ); glClear( GL_DEPTH_BUFFER_BIT ); @@ -776,7 +274,7 @@ void vg_render(void) m4x4_projection( vg_pv, 100.0f, (float)128.0f / (float)128.0f, - 0.01f, 1000.0f ); + 0.1f, 1000.0f ); m4x4_mul( vg_pv, world_4x4, vg_pv ); if(sv_debugcam) @@ -784,6 +282,7 @@ void vg_render(void) glEnable( GL_DEPTH_TEST ); draw_player(); } +#endif glDisable( GL_DEPTH_TEST ); vg_lines_drawall( (float *)vg_pv ); @@ -800,20 +299,23 @@ void vg_ui(void) snprintf( buf, 20, "%.2f %.2f %.2f m/s", player.a[0], player.a[1], player.a[2] ); - gui_text( (ui_px [2]){ 0, 20 }, buf, 1, k_text_align_left ); + snprintf( buf, 20, "pos %.2f %.2f %.2f", + player.co[0], player.co[1], player.co[2] ); + gui_text( (ui_px [2]){ 0, 40 }, buf, 1, k_text_align_left ); + if( vg_gamepad_ready ) { for( int i=0; i<6; i++ ) { snprintf( buf, 20, "%.2f", vg_gamepad.axes[i] ); - gui_text( (ui_px [2]){ 0, (i+2)*20 }, buf, 1, k_text_align_left ); + gui_text( (ui_px [2]){ 0, (i+3)*20 }, buf, 1, k_text_align_left ); } } else { - gui_text( (ui_px [2]){ 0, 40 }, + gui_text( (ui_px [2]){ 0, 60 }, "Gamepad not ready", 1, k_text_align_left ); } }