X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=main.c;h=55a8f5994581cd60eac60dfa82d8d2ace34316e1;hb=06f283ec6d2bb1b768cfa01b7ccd073d4f5a3bb3;hp=fffa94b4c39de97d9a5c5a546c7ea9b16d8c0a65;hpb=a1a05787ada52089f30c533fb26b745554c07512;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/main.c b/main.c index fffa94b..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" }; @@ -8,140 +7,91 @@ 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[] = -{ - &tex_norwey, - &tex_gradients, - &tex_grid, - &tex_sky, - &tex_cement, - &tex_pallet -}; +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; -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 "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" ); +void vg_register(void) +{ + shader_blit_register(); + shader_standard_register(); + shader_unlit_register(); + + terrain_register(); + character_register(); + water_register(); + gate_register(); } -m4x3f world_matrix; - -static struct gplayer +vg_tex2d *texture_list[] = { - /* Physics */ - v3f co, v, a; - v4f rot; - float vswitch, slip, slip_last; - - float iY; /* Yaw inertia */ - int in_air; - - /* Input */ - v2f joy_l; - - 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; + &tex_norwey, + &tex_gradients, + &tex_grid, + &tex_sky, + &tex_cement, + &tex_water, + &tex_water_surf +}; - m4x3f to_world, to_local; - - struct character mdl; +int main( int argc, char *argv[] ) +{ + vg_init( argc, argv, "Voyager Game Engine" ); +} - /* Opengl */ #if 0 - glmesh mesh; - submodel legl, - legu, - board, - torso, - wheels, - 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; +rigidbody mr_box = { + .bbx = {{ -1.0f, -0.25f, -0.25f }, { 1.0f, 0.25f, 0.25f }} +}; - /* 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 +rigidbody mrs_box = { + .bbx = {{ -0.5f, -0.25f, -0.25f }, { 0.5f, 0.25f, 0.25f }} +}; - v3f handl_target, handr_target, - handl, handr; -} -player; +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 struct gworld +static int playermodel( int argc, char const *argv[] ) { - glmesh skydome; - glmesh cement; + if( argc < 1 ) return 0; - scene foliage, /* Tree shader */ - geo, /* Std shader, collisions */ - detail; /* Std shader, no collisions */ - - submodel terrain, - terrain_rocks, - terrain_road; -} -world; - -static void player_transform_update(void) -{ - q_m3x3( player.rot, player.to_world ); - v3_copy( player.co, player.to_world[3] ); - - m4x3_invert_affine( player.to_world, player.to_local ); -} - -static int reset_player( 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; + 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, @@ -166,885 +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_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 }); - - v3f lightDir = { 0.1f, 0.8f, 0.2f }; - v3_normalize( lightDir ); - - character_load( &player.mdl, "ch_default" ); - - /* temp */ - model *cement_model = vg_asset_read("models/cement_r1.mdl" ); - model_unpack( cement_model, &world.cement ); - free( cement_model ); - - /* 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(); } -static float ktimestep = 1.0f/60.0f; - -static void player_freecam(void) -{ - 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, ktimestep * movespeed, move_vel ); - if( vg_get_button( "back" ) ) - v3_muladds( move_vel, lookdir, ktimestep *-movespeed, move_vel ); - if( vg_get_button( "left" ) ) - v3_muladds( move_vel, sidedir, ktimestep *-movespeed, move_vel ); - if( vg_get_button( "right" ) ) - v3_muladds( move_vel, sidedir, ktimestep * movespeed, move_vel ); - - 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 ) -{ - v3f gravity = { 0.0f, -9.6f, 0.0f }; - v3_muladds( vel, gravity, timestep, vel ); -} - -static void player_start_air(void) +void vg_update(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 ); + player_update(); } -static int sample_if_resistant( v3f pos ) +static void vg_framebuffer_resize( int w, int h ) { - 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; + render_fb_resize(); + gate_fb_resize(); + water_fb_resize(); } -static void player_physics_ground(void) +void vg_render(void) { - /* - * Getting surface collision points, - * the contact manifold is a triangle for simplicity. - */ - 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,-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 contact_count = - sample_if_resistant( contact_front ) + - sample_if_resistant( contact_back ) + - sample_if_resistant( contact_norm ); - - if( contact_count < 3 ) - { - player_start_air(); - return; - } - - 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 ); + glBindFramebuffer( GL_FRAMEBUFFER, 0 ); + glViewport( 0,0, vg_window_x, vg_window_y ); - if( angle < 0.999f ) - { - v4f correction; - q_axis_angle( correction, axis, acosf(angle) ); - q_mul( correction, player.rot, player.rot ); - } + glDisable( GL_DEPTH_TEST ); + glClearColor( 0.11f, 0.35f, 0.37f, 1.0f ); + glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); - float resistance = v3_dot( norm, 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 ); - if( resistance >= 0.0f ) - { - player_start_air(); - return; - } - else + if( player.is_dead ) { - v3_muladds( player.v, norm, -resistance, player.v ); - } - - /* This is where velocity integration used to be */ - - float slip = 0.0f; - - 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; - 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 - - float substep = ktimestep * 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]) >= 7.0f*substep ) - vel[0] += vg_signf( vel[0] ) * -7.0f * substep; - } - - m3x3_mulv( player.to_world, vel, player.v ); - - if( vg_get_button( "yawl" ) ) - player.iY += 3.6f * ktimestep; - if( vg_get_button( "yawr" ) ) - player.iY -= 3.6f * ktimestep; - - float steer = vg_get_axis( "horizontal" ); - 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 player.co[1] ) - { - player.in_air = 0; - return; - } - } - - /* Prediction - * - * TODO: Find best landing surface and guide player towords it - */ - float pstep = ktimestep*10.0f; - - v3f pco, pco1, pv; - v3_copy( player.co, pco ); - v3_copy( player.v, pv ); - - v3f targetn; - for( int i=0; i<50; i++ ) - { - v3_copy( pco, pco1 ); - apply_gravity( pv, pstep ); - 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 ) - { - 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)*0.05f ); - q_mul( correction, player.rot, player.rot ); - } - - draw_cross( sh, 0xffff0000 ); - - break; - } - } - - player.iY -= vg_get_axis( "horizontal" ) * 3.6f * ktimestep; -} - -static void player_animate(void); -static void player_update(void) -{ - static int clock = 0; - - clock ++; - if( clock >= 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( "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"); - - player.joy_l[0] = vg_signf(horizontal) * powf( horizontal, 2.0f ); - player.joy_l[1] = vg_signf(vertical) * powf( vertical, 2.0f ); - - /* Integrate velocity */ - if( sv_phys ) - { - apply_gravity( player.v, ktimestep ); - v3_muladds( player.co, player.v, ktimestep, player.co ); - } + v3f delta; + v3_sub( player.mdl.ragdoll[k_chpart_head].co, player.follow, delta ); + v3_normalize(delta); - /* Integrate inertia */ - v4f rotate; v3f vup = {0.0f,1.0f,0.0f}; - m3x3_mulv( player.to_world, vup, vup ); + 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 ); - q_axis_angle( rotate, vup, player.iY ); - q_mul( rotate, player.rot, player.rot ); - player.look_dir[0] = atan2f( player.v[0], -player.v[2] ); - player.look_dir[1] = atan2f( -player.v[1], sqrtf(player.v[0]*player.v[0]+ - player.v[2]*player.v[2]) ) * 0.3f; - - player.iY = 0.0f; /* temp */ - - if( player.in_air ) - player_physics_air(); - - if( !player.in_air ) - player_physics_ground(); - - /* Camera and character */ - - player_transform_update(); - q_normalize(player.rot); - player_animate(); -} - -void vg_update(void) -{ - player_update(); - - /* Creating a skeleton of the player dynamically */ - - - #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; - - 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(player.slip); //vg_minf( 0.4f, slip ); - - float grabt = vg_get_axis( "grabr" )*0.5f+0.5f; - player.grab = vg_lerpf( player.grab, grabt, 0.04f ); - - float kheight = 2.0f, - kleg = 0.6f; - - v3f head; - 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] *= 0.3333f; - offset[1] *= -0.25f; - offset[2] *= 0.7f; - v3_muladds( head, offset, 0.7f, head ); - head[1] = vg_clampf( head[1], 0.3f, kheight ); - - v3_copy( head, player.view ); - - /* 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] ); - - /* In the air, the dude should grab with the side thats highest, - * while also sliding the same foot downwards a bit */ - - 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 ) - { - float tuck = player.board_xy[1], - tuck_amt = fabsf( tuck ) * (1.0f-fabsf(player.board_xy[0])); - - 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 ); - } - } + 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 { } - 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 ); - - 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; - - 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; - - 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 ); - - 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 = {0.0f, 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 ); - - 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 ); - - 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 ); - - 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 ); -} - -void vg_render(void) -{ - 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); - glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); - - v3f 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 ); - - m4x3_identity( world_matrix ); - m4x3_rotate_x( world_matrix, - freecam? - player.look_dir[1]: - 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 ); - m4x4f world_4x4; - m4x3_expand( world_matrix, world_4x4 ); - m4x4_projection( vg_pv, - freecam? 90.0f: 130.0f, + m4x3_expand( player.camera_inverse, world_4x4 ); + + 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 ); @@ -1053,74 +202,61 @@ void vg_render(void) glEnable( GL_DEPTH_TEST ); - scene_foliage_shader_use(); - m4x3f temp1; - m4x3_identity( temp1 ); - glUniformMatrix4x3fv( 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); - 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 ); + /* + * Draw world + */ - glUniform1i( SHADER_UNIFORM( shader_unlit, "uTexMain" ), 0 ); - vg_tex2d_bind( &tex_sky, 0 ); + render_world( vg_pv, player.camera ); + render_water_texture( player.camera ); - mesh_bind( &world.skydome ); - mesh_draw( &world.skydome ); + glBindFramebuffer( GL_FRAMEBUFFER, 0 ); + render_water_surface( vg_pv ); #if 0 - vg_tex2d_bind( &tex_cement, 0 ); - mesh_bind( &world.cement ); - mesh_draw( &world.cement ); + vg_tex2d_bind( &tex_water, 1 ); + render_gate( &gate_a, cam_transform ); #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 ); - glUniformMatrix4x3fv( SHADER_UNIFORM( shader_standard_lit, "uMdl" ), - 1, GL_FALSE, (float *)temp1 ); + + /* 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 ); - vg_tex2d_bind( &tex_grid, 0 ); + if( !player.is_dead ) + glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT ); + else + glClear( GL_COLOR_BUFFER_BIT ); - scene_bind( &world.geo ); -#if 1 - glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), - 0.2f,0.36f,0.25f,1.0f ); - submodel_draw( &world.terrain ); + draw_player(); - glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), - 0.2f,0.2f,0.21f,1.0f ); - submodel_draw( &world.terrain_rocks ); - glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), - 0.4f,0.4f,0.4f,1.0f ); - submodel_draw( &world.terrain_road ); -#endif + /* 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 */ +#if 0 glViewport( 0,0, 800, 800 ); glClearColor( 0.1f, 0.0f, 0.2f, 1.0f ); glClear( GL_DEPTH_BUFFER_BIT ); @@ -1138,15 +274,15 @@ 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) { glEnable( GL_DEPTH_TEST ); - draw_player(); } +#endif glDisable( GL_DEPTH_TEST ); vg_lines_drawall( (float *)vg_pv ); @@ -1163,20 +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 ); } }