X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=main.c;h=57728587415bb3237d8a9a668c5459fa6cdaff7a;hb=1f1d636056450dcd23cce55c0795ec6276272531;hp=0b368990bd907ed5a278f3a0e121a030b43017d7;hpb=fc32ce17923a42f9a0f250e4ab21a08411a41acb;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/main.c b/main.c index 0b36899..5772858 100644 --- a/main.c +++ b/main.c @@ -1,4 +1,5 @@ #define VG_3D +#define VG_FRAMEBUFFER_RESIZE 1 #include "vg/vg.h" /* Resources */ @@ -8,26 +9,63 @@ 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 *texture_list[] = -{ - &tex_norwey, - &tex_gradients, - &tex_grid, - &tex_sky, - &tex_cement -}; +vg_tex2d tex_pallet = { .path = "textures/ch_gradient.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; +static int sv_phys = 0; +static int thirdperson = 0; +static int clock_divider = 1; +static int replay_record = 0; + +static m4x3f *replay_buffer = NULL; +static int replay_buffer_frame = 0; + +#define REPLAY_LENGTH 120*60 /* Components */ #include "road.h" #include "scene.h" #include "ik.h" +#include "character.h" +#include "terrain.h" +#include "ragdoll.h" +#include "rigidbody.h" +#include "render.h" +#include "gate.h" +#include "water.h" + +#include "shaders/blit.h" +#include "shaders/standard.h" +#include "shaders/unlit.h" + +void vg_register(void) +{ + shader_blit_register(); + shader_standard_register(); + shader_unlit_register(); + + terrain_register(); + character_register(); + water_register(); + gate_register(); +} + +vg_tex2d *texture_list[] = +{ + &tex_norwey, + &tex_gradients, + &tex_grid, + &tex_sky, + &tex_cement, + &tex_pallet, + &tex_water, + &tex_water_surf +}; int main( int argc, char *argv[] ) { @@ -39,82 +77,184 @@ m4x3f world_matrix; static struct gplayer { /* Physics */ - v3f co, v, a; + v3f co, v, a, v_last, m, bob; v4f rot; - float vswitch, slip_last; + float vswitch, slip, slip_last, + reverse; float iY; /* Yaw inertia */ - int in_air; + int in_air, is_dead; /* Input */ v2f joy_l; v3f view; + v3f follow; v2f look_dir; /* TEMP */ + v2f board_xy; + float grab; float pitch; + v3f land_target; + v3f land_target_log[22]; + u32 land_target_colours[22]; + int land_log_count; + m3x3f vr; + m4x3f to_world, to_local; + struct character mdl; + v3f handl_target, handr_target, handl, handr; - - glmesh mesh; - submodel legl, - legu, - board, - torso, - wheels, - feet; } player; static struct gworld { - glmesh skydome; - glmesh cement; - - scene foliage, /* Tree shader */ - geo, /* Std shader, collisions */ - detail; /* Std shader, no collisions */ + scene geo; + submodel sm_road, sm_terrain; + glmesh skybox; - submodel terrain, - terrain_rocks, - terrain_road; + v3f tutorial; } world; +static struct grender +{ + GLuint fb_background, + rgb_background; + + glmesh fsquad; +} +render; + +rigidbody mr_box = { + .bbx = {{ -1.0f, -0.25f, -0.25f }, { 1.0f, 0.25f, 0.25f }} +}; + +rigidbody mrs_box = { + .bbx = {{ -0.5f, -0.25f, -0.25f }, { 0.5f, 0.25f, 0.25f }} +}; + +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 } +}; + static void player_transform_update(void) { + q_normalize( player.rot ); 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[] ) { v3_zero( player.co ); + + if( argc == 1 ) + { + if( !strcmp( argv[0], "tutorial" )) + v3_copy( world.tutorial, 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; + player.is_dead = 0; + player.in_air = 1; + m3x3_identity( player.vr ); + + player.mdl.shoes[0] = 1; + player.mdl.shoes[1] = 1; player_transform_update(); return 0; } -void vg_register(void) +static int playermodel( int argc, char const *argv[] ) +{ + if( argc < 1 ) return 0; + + glmesh old_mesh = player.mdl.mesh; + + if( character_load( &player.mdl, argv[0] ) ) + mesh_free( &old_mesh ); + + return 1; +} + +static void create_renderbuffer_std( GLuint *fb, GLuint *rgb, GLuint *rb ) +{ + glGenFramebuffers( 1, fb ); + glBindFramebuffer( GL_FRAMEBUFFER, *fb ); + + glGenTextures( 1, rgb ); + glBindTexture( GL_TEXTURE_2D, *rgb ); + glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, vg_window_x, vg_window_y, + 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); + + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); + glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, + GL_TEXTURE_2D, *rgb, 0); + + /* TODO: Check for DEPTH32f availiblity and use if possible */ + + glGenRenderbuffers( 1, rb ); + glBindRenderbuffer( GL_RENDERBUFFER, *rb ); + glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, + vg_window_x, vg_window_y ); + + glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, + GL_RENDERBUFFER, *rb ); +} + +static void resize_renderbuffer_std( GLuint *fb, GLuint *rgb, GLuint *rb ) { - scene_register(); + glBindTexture( GL_TEXTURE_2D, *rgb ); + glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, vg_window_x, vg_window_y, 0, + GL_RGB, GL_UNSIGNED_BYTE, NULL ); + + glBindRenderbuffer( GL_RENDERBUFFER, *rb ); + glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, + vg_window_x, vg_window_y ); } void vg_start(void) { + replay_buffer = malloc( sizeof(m4x3f) * REPLAY_LENGTH * (PART_COUNT) ); + vg_tex2d_init( texture_list, vg_list_size( texture_list ) ); - + + rb_init( &mr_box ); + rb_init( &mrs_box ); + mrs_box.co[2] += 2.0f; + + vg_convar_push( (struct vg_convar){ + .name = "frame", + .data = &replay_buffer_frame, + .data_type = k_convar_dtype_i32, + .opt_i32 = { .min=0, .max=REPLAY_LENGTH-1, .clamp=1 }, + .persistent = 0 + }); + + vg_convar_push( (struct vg_convar){ + .name = "rec", + .data = &replay_record, + .data_type = k_convar_dtype_i32, + .opt_i32 = { .min=0, .max=1, .clamp=1 }, + .persistent = 0 + }); + vg_convar_push( (struct vg_convar){ .name = "freecam", .data = &freecam, @@ -147,6 +287,30 @@ 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 @@ -154,116 +318,98 @@ 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); - /* temp */ - model *cement_model = vg_asset_read("models/cement_r1.mdl" ); - model_unpack( cement_model, &world.cement ); - free( cement_model ); + character_load( &player.mdl, "ch_default" ); + character_init_ragdoll( &player.mdl ); /* 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 *mworld = vg_asset_read( "models/mp_dev.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" ), + scene_add_model( &world.geo, mworld, submodel_get( mworld, "mp_dev" ), (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f ); - scene_copy_slice( &world.geo, &world.terrain ); + scene_copy_slice( &world.geo, &world.sm_road ); - scene_add_model( &world.geo, mworld, submodel_get( mworld, "terrain_rocks" ), + 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_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 + scene_copy_slice( &world.geo, &world.sm_terrain ); + + v3_copy( model_marker_get( mworld, "mp_dev_tutorial" )->co, world.tutorial ); - 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 ); - } - } + model_marker *ga = model_marker_get(mworld,"gate_a"), + *gb = model_marker_get(mworld,"gate_a_recv"); + + v3_copy( ga->co, gate_a.co ); + v3_copy( gb->co, gate_b.co ); + v4_copy( ga->q, gate_a.q ); + v4_copy( gb->q, gate_b.q ); + v2_copy( ga->s, gate_a.dims ); + v2_copy( gb->s, gate_b.dims ); + + gate_a.other = &gate_b; + gate_b.other = &gate_a; + + gate_transform_update( &gate_a ); + gate_transform_update( &gate_b ); } - 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 ); - } - } + glmesh surf; + submodel *sm = submodel_get(mworld,"mp_dev_water"); + model_unpack_submodel( mworld, &surf, sm ); + + water_init( create_renderbuffer_std ); + water_set_surface( &surf, sm->pivot[1] ); + } + { + model *msky = vg_asset_read("models/rs_skydome.mdl"); + model_unpack( msky, &world.skybox ); + free(msky); } - 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 ); + free( mworld ); + scene_upload( &world.geo ); + bvh_create( &world.geo ); - scene_add_model( &world.detail, mworld, submodel_get( mworld, "art" ), - (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f ); + reset_player( 1, (const char *[]){ "tutorial" } ); + player_transform_update(); - free( mtest ); - free( mworld ); + /* Create framebuffers */ + glGenFramebuffers( 1, &render.fb_background ); + glBindFramebuffer( GL_FRAMEBUFFER, render.fb_background ); - scene_compute_occlusion( &world.foliage ); + glGenTextures( 1, &render.rgb_background ); + glBindTexture( GL_TEXTURE_2D, render.rgb_background ); + glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, vg_window_x, vg_window_y, + 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); - scene_upload( &world.foliage ); - scene_upload( &world.geo ); - scene_upload( &world.detail ); - - reset_player( 0, NULL ); - player_transform_update(); + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); + glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, + GL_TEXTURE_2D, + render.rgb_background, 0); + + gate_init( create_renderbuffer_std ); + + { + float quad[] = { 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, + 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f }; + + glGenVertexArrays( 1, &render.fsquad.vao ); + glGenBuffers( 1, &render.fsquad.vbo ); + glBindVertexArray( render.fsquad.vao ); + glBindBuffer( GL_ARRAY_BUFFER, render.fsquad.vbo ); + glBufferData( GL_ARRAY_BUFFER, sizeof(quad), quad, GL_STATIC_DRAW ); + glBindVertexArray( render.fsquad.vao ); + glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, + sizeof(float)*2, (void*)0 ); + glEnableVertexAttribArray( 0 ); + VG_CHECK_GL(); + } } static float ktimestep = 1.0f/60.0f; @@ -322,30 +468,164 @@ static void apply_gravity( v3f vel, float const timestep ) v3_muladds( vel, gravity, timestep, vel ); } +static int ray_hit_is_ramp( ray_hit *hit ) +{ + return hit->tri[0] < world.sm_road.vertex_count; +} + +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 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=-3;m<=12; m++ ) + { + float vmod = ((float)m / 15.0f)*0.09f; + + v3f pco, pco1, pv; + v3_copy( player.co, pco ); + v3_copy( player.v, pv ); + v3_muladds( pco, pv, ktimestep, pco ); + + /* + * 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 ); + + ray_hit contact; + v3f vdir; + + v3_sub( pco, pco1, vdir ); + contact.dist = v3_length( vdir ); + v3_divs( vdir, contact.dist, vdir); + + if( bvh_raycast( &world.geo, pco1, vdir, &contact )) + { + float land_delta = v3_dot( pv, contact.normal ); + u32 scolour = (u8)(vg_minf(-land_delta * 2.0f, 255.0f)); + + /* Bias prediction towords ramps */ + if( ray_hit_is_ramp( &contact ) ) + { + land_delta *= 0.1f; + scolour |= 0x0000a000; + } + + if( (land_delta < 0.0f) && (land_delta > best_velocity_delta) ) + { + best_velocity_delta = land_delta; + best_velocity_mod = vmod; + + v3_copy( contact.pos, player.land_target ); + + q_axis_angle( vr_q, axis, vmod*0.1f ); + q_m3x3( vr_q, player.vr ); + } + + v3_copy( contact.pos, + player.land_target_log[player.land_log_count] ); + player.land_target_colours[player.land_log_count] = + 0xff000000 | scolour; + + 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; + v3_copy( pos, ground ); + + ray_hit hit; + if( bvh_scene_sample( &world.geo, ground, &hit ) ) + { + v3f angle; + v3_copy( player.v, angle ); + v3_normalize( angle ); + float resistance = v3_dot( hit.normal, angle ); + + if( resistance < 0.25f ) + { + v3_copy( ground, pos ); + return 1; + } + } + + return 0; +} + +static float stable_force( float current, float diff ) +{ + float new = current + diff; + + if( new * current < 0.0f ) + return 0.0f; + + return new; +} + static void player_physics_ground(void) { /* * Getting surface collision points, * the contact manifold is a triangle for simplicity. */ - v3f contact_front, contact_back, fwd, fwd1, contact_norm, vup, vside, + v3f contact_front, contact_back, 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 ); - 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 ); + float klength = 0.65f; + m4x3_mulv( player.to_world, (v3f){ 0.15f,0.0f,-klength}, contact_norm ); + m4x3_mulv( player.to_world, (v3f){-0.15f,0.0f,-klength}, contact_front ); + m4x3_mulv( player.to_world, (v3f){ 0.00f,0.0f, klength}, 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( !all_contacting ) + if( contact_count < 3 ) { - player.in_air = 1; + player_start_air(); return; } @@ -371,10 +651,9 @@ static void player_physics_ground(void) } float resistance = v3_dot( norm, player.v ); - if( resistance >= 0.0f ) { - player.in_air = 1; + player_start_air(); return; } else @@ -392,29 +671,39 @@ static void player_physics_ground(void) m3x3_mulv( player.to_local, player.v, vel ); /* Calculate local forces */ + + if( fabsf(vel[2]) > 0.01f ) + slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]); - slip = (-vel[0] / vel[2]) * player.vswitch; if( fabsf( slip ) > 1.2f ) slip = vg_signf( slip ) * 1.2f; + player.slip = slip; + player.reverse = -vg_signf(vel[2]); - - if( player.slip_last*slip < 0.0f && fabsf(slip) > 0.7f ) + float substep = ktimestep * 0.2f; + float fwd_resistance = (vg_get_button( "break" )? 5.0f: 0.02f) * -substep; + + for( int i=0; i<5; i++ ) { - vg_warn( "SWITCH\n" ); - player.vswitch = -player.vswitch; - slip = -slip; + vel[2] = stable_force( vel[2], vg_signf( vel[2] ) * fwd_resistance ); + vel[0] = stable_force( vel[0], vg_signf( vel[0] ) * -7.0f *substep ); } - - player.slip_last = slip; - - float substep = ktimestep * 0.2f; - for( int i=0; i<5; i++ ) + static double start_push = 0.0; + if( vg_get_button_down( "push" ) ) + start_push = vg_time; + + if( !vg_get_button("break") && vg_get_button( "push" ) ) { - 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; + float const k_maxpush = 16.0f, + k_pushaccel = 5.0f; + + float cycle_time = vg_time-start_push, + amt = k_pushaccel * (sinf( cycle_time * 8.0f )*0.5f+0.5f)*ktimestep, + current = v3_length( vel ), + new_vel = vg_minf( current + amt, k_maxpush ); + new_vel -= vg_minf(current, k_maxpush); + vel[2] -= new_vel * player.reverse; } m3x3_mulv( player.to_world, vel, player.v ); @@ -425,19 +714,55 @@ 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; + + /* Too much lean and it starts to look like a snowboard here */ + v2_lerp( player.board_xy, (v2f){ slip*0.25f, 0.0f }, + ktimestep*5.0f, player.board_xy); +} + +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) { - v3f ground_pos, ground_norm; - v3_copy( player.co, ground_pos ); + /* Debug prediciton */ + + m3x3_mulv( player.vr, player.v, player.v ); + for( int i=0; i player.co[1] ) { player.in_air = 0; + + if( !ray_hit_is_ramp( &hit ) ) + { + player.is_dead = 1; + m4x3_mulv( player.to_world, player.view, player.follow ); + character_ragdoll_copypose( &player.mdl, player.v ); + } + return; } } @@ -451,385 +776,540 @@ static void player_physics_air(void) v3f pco, pco1, pv; v3_copy( player.co, pco ); v3_copy( player.v, pv ); + + float time_to_impact = 0.0f; + float limiter = 1.0f; - 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 ); + //vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff ); - v3f sh; - v3_copy( pco, sh ); - int hit = sample_scene_height( &world.geo, sh, targetn ); + ray_hit contact; + v3f vdir; - if( sh[1] >= pco[1] && hit ) + v3_sub( pco, pco1, vdir ); + contact.dist = v3_length( vdir ); + v3_divs( vdir, contact.dist, vdir); + + float orig_dist = contact.dist; + if( bvh_raycast( &world.geo, pco1, vdir, &contact )) { v3f localup; m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, localup ); - float angle = v3_dot( localup, targetn ); + float angle = v3_dot( localup, contact.normal ); v3f axis; - v3_cross( localup, targetn, axis ); + v3_cross( localup, contact.normal, axis ); + + time_to_impact += (contact.dist/orig_dist)*pstep; + limiter = vg_minf( 5.0f, time_to_impact )/5.0f; + limiter = 1.0f-limiter; + limiter *= limiter; + limiter = 1.0f-limiter; if( angle < 0.99f ) { v4f correction; - q_axis_angle( correction, axis, acosf(angle)*0.01f ); + q_axis_angle( correction, axis, acosf(angle)*0.05f*(1.0f-limiter) ); q_mul( correction, player.rot, player.rot ); } + draw_cross( contact.pos, 0xffff0000 ); break; } + time_to_impact += pstep; } + player.iY -= vg_get_axis( "horizontal" ) * 3.6f * ktimestep; + { + + float iX = vg_get_axis( "vertical" ) * 3.6f * limiter * ktimestep; + static float siX = 0.0f; + siX = vg_lerpf( siX, iX, 0.3f ); + + v4f rotate; + v3f vside; + + m3x3_mulv( player.to_world, (v3f){1.0f,0.0f,0.0f}, vside ); + + q_axis_angle( rotate, vside, siX ); + q_mul( rotate, player.rot, player.rot ); + } + + v2f target = {0.0f,0.0f}; + v2_muladds( target, (v2f){ vg_get_axis("h1"), vg_get_axis("v1") }, + player.grab, target ); + v2_lerp( player.board_xy, target, ktimestep*3.0f, player.board_xy ); } +static void player_animate(void); static void player_update(void) { - /* temp */ + if( vg_get_axis("grabl")>0.0f) reset_player(0,NULL); - if( vg_get_button( "forward" ) ) - { - v3f dir = { 0.0f, 0.0f, -1.0f }; + if( player.is_dead ) + return; + + static int clock = 0; - m3x3_mulv( player.to_world, dir, dir ); - v3_muladds( player.v, dir, 5.0f * ktimestep, player.v ); + /* temp */ + if( freecam ) + { + player_freecam(); + return; } - + clock ++; + if( clock >= clock_divider ) + clock = 0; + else + return; 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 ); - if( freecam ) - { - player_freecam(); - return; - } + if( player.in_air ) + player_physics_air(); + + if( !player.in_air ) + player_physics_ground(); /* Integrate velocity */ - apply_gravity( player.v, ktimestep ); - v3_muladds( player.co, player.v, ktimestep, player.co ); + v3f prevco; + v3_copy( player.co, prevco ); + if( sv_phys ) + { + 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}; m3x3_mulv( player.to_world, vup, vup ); - q_axis_angle( rotate, vup, player.iY ); - q_mul( rotate, player.rot, player.rot ); + static float siY = 0.0f; - 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; + float lerpq = player.in_air? 0.04f: 0.3f; + siY = vg_lerpf( siY, player.iY, lerpq ); + + q_axis_angle( rotate, vup, siY ); + q_mul( rotate, player.rot, player.rot ); player.iY = 0.0f; /* temp */ - if( player.in_air ) - player_physics_air(); + /* GATE COLLISION */ + if( gate_intersect( &gate_a, player.co, prevco ) ) + { + teleport_gate *gate = &gate_a; + + m4x3f transport; + m4x3_mul( gate->other->to_world, gate->to_local, transport ); + m4x3_mulv( transport, player.co, player.co ); + m3x3_mulv( transport, player.v, player.v ); + m3x3_mulv( transport, player.v_last, player.v_last ); + m3x3_mulv( transport, player.m, player.m ); + m3x3_mulv( transport, player.bob, player.bob ); + + v4f transport_rotation; + m3x3_q( transport, transport_rotation ); + q_mul( transport_rotation, player.rot, player.rot ); + } - if( !player.in_air ) - 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(); + + 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; } void vg_update(void) { player_update(); - /* Creating a skeleton of the player dynamically */ + //rb_torque( &mr_box, (v3f){0.0f,0.0f,1.0f}, 0.01f ); - v2f ac; + if( glfwGetKey( vg_window, GLFW_KEY_F ) ) + character_ragdoll_go( &player.mdl, player.view ); - static v3f last_vel = { 0.0f, 0.0f, 0.0f }; - static v3f momentum, bob; + if( glfwGetKey( vg_window, GLFW_KEY_G ) ) + { + player.is_dead = 1; + m4x3_mulv( player.to_world, player.view, player.follow ); + character_ragdoll_copypose( &player.mdl, player.v ); + } - v3_sub( player.v, last_vel, player.a ); - v3_copy( player.v, last_vel ); + static int clock = 0; - v3_add( momentum, player.a, momentum ); - - v3_lerp( momentum, (v3f){0.0f,0.0f,0.0f}, 0.1f, momentum ); + clock ++; + if( clock >= clock_divider ) + { + character_debug_ragdoll( &player.mdl ); + + if( player.is_dead ) + character_ragdoll_iter( &player.mdl, &world.geo ); + + rb_build_manifold( &mr_box, &world.geo ); + rb_build_manifold( &mrs_box, &world.geo ); + rb_constraint_manifold( &mr_box ); + rb_constraint_manifold( &mrs_box ); + + rb_iter( &mr_box ); + rb_iter( &mrs_box ); + + rb_debug( &mr_box, 0xffffffff ); + rb_debug( &mrs_box, 0xff00ff00 ); + + rb_update_transform( &mr_box ); + rb_update_transform( &mrs_box ); + + clock = 0; + } + +} + +static void player_animate(void) +{ + /* Camera position */ + v3_sub( player.v, player.v_last, player.a ); + v3_copy( player.v, player.v_last ); + + v3_add( player.m, player.a, player.m ); + v3_lerp( player.m, (v3f){0.0f,0.0f,0.0f}, 0.1f, player.m ); 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 ); + player.m[0] = vg_clampf( player.m[0], -2.0f, 2.0f ); + player.m[1] = vg_clampf( player.m[1], -0.2f, 5.0f ); + player.m[2] = vg_clampf( player.m[2], -2.0f, 2.0f ); + v3_copy( player.m, target ); + v3_lerp( player.bob, target, 0.2f, player.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; + m3x3_mulv( player.to_local, player.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 ); + +#if 0 + if( !freecam ) + { + v3_copy( head, player.view ); + v3f camoffs = {-0.2f,-0.6f,0.00f}; + v3_add( player.view, camoffs, player.view ); + } +#endif + + + /* + * Animation blending + * =========================================== + */ + + static float fslide = 0.0f; + static float fdirz = 0.0f; + static float fdirx = 0.0f; + static float fstand = 0.0f; + static float ffly = 0.0f; + + float speed = v3_length( player.v ); + + fstand = vg_lerpf(fstand, 1.0f-vg_clampf(speed*0.03f,0.0f,1.0f),0.1f); + fslide = vg_lerpf(fslide, vg_clampf(lslip+fabsf(offset[0])*0.2f, + 0.0f,1.0f), 0.04f); + fdirz = vg_lerpf(fdirz, player.reverse > 0.0f? 1.0f: 0.0f, 0.04f ); + fdirx = vg_lerpf(fdirx, player.slip < 0.0f? 1.0f: 0.0f, 0.04f ); + ffly = vg_lerpf(ffly, player.in_air? 1.0f: 0.0f, 0.04f ); + + character_pose_reset( &player.mdl ); + + float amt_air = ffly*ffly, + amt_ground = 1.0f-amt_air, + amt_std = (1.0f-fslide) * amt_ground, + amt_stand = amt_std * fstand, + amt_aero = amt_std * (1.0f-fstand), + amt_slide = amt_ground * fslide; + + character_final_pose( &player.mdl, offset, &pose_stand, amt_stand ); + character_final_pose( &player.mdl, offset, &pose_aero, amt_aero*fdirz ); + character_final_pose( &player.mdl, offset, + &pose_aero_reverse, amt_aero * (1.0f-fdirz) ); + character_final_pose( &player.mdl, offset, &pose_slide, amt_slide*fdirx ); + character_final_pose( &player.mdl, offset, + &pose_slide1, amt_slide*(1.0f-fdirx) ); + + character_final_pose( &player.mdl, (v3f){0.0f,0.0f,0.0f}, + &pose_fly, amt_air ); + + if( !freecam ) + { + v3_copy( player.mdl.cam_pos, player.view ); + v3_muladds( player.view, offset, 0.7f, player.view ); + player.view[1] = vg_clampf( player.view[1], 0.3f, kheight ); + } + + /* + * Additive effects + * ========================== + */ + struct ik_basic *arm_l = &player.mdl.ik_arm_l, + *arm_r = &player.mdl.ik_arm_r; + + v3f localv; + m3x3_mulv( player.to_local, player.v, localv ); + v3_muladds( arm_l->end, localv, -0.01f, arm_l->end ); + v3_muladds( arm_r->end, localv, -0.01f, arm_r->end ); - head[1] = vg_clampf( head[1], 0.3f, 20.0f ); + /* New board transformation */ + v4f board_rotation; v3f board_location; + + 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] ); + + + float wheel_r = offset[0]*-0.4f; + v4f qwheel; + q_axis_angle( qwheel, (v3f){0.0f,1.0f,0.0f}, wheel_r ); + + q_m3x3( qwheel, player.mdl.matrices[k_chpart_wb] ); + + m3x3_transpose( player.mdl.matrices[k_chpart_wb], + player.mdl.matrices[k_chpart_wf] ); + v3_copy( player.mdl.offsets[k_chpart_wb], + player.mdl.matrices[k_chpart_wb][3] ); + v3_copy( player.mdl.offsets[k_chpart_wf], + player.mdl.matrices[k_chpart_wf][3] ); + + m4x3_mul( mboard, player.mdl.matrices[k_chpart_wb], + player.mdl.matrices[k_chpart_wb] ); + m4x3_mul( mboard, player.mdl.matrices[k_chpart_wf], + player.mdl.matrices[k_chpart_wf] ); + + m4x3_mulv( mboard, player.mdl.ik_leg_l.end, player.mdl.ik_leg_l.end ); + m4x3_mulv( mboard, player.mdl.ik_leg_r.end, player.mdl.ik_leg_r.end ); - 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)); + v3_copy( player.mdl.ik_arm_l.end, player.handl_target ); + v3_copy( player.mdl.ik_arm_r.end, player.handr_target ); - if( vg_maxf(lslip,grab) > 0.5f ) + 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])); + + float crouch = player.grab*0.3f; + v3_muladds( player.mdl.ik_body.base, (v3f){0.0f,-1.0f,0.0f}, + crouch, player.mdl.ik_body.base ); + v3_muladds( player.mdl.ik_body.end, (v3f){0.0f,-1.0f,0.0f}, + crouch*1.2f, player.mdl.ik_body.end ); + + 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 -} + v3_lerp( player.handl, player.handl_target, 0.1f, player.handl ); + v3_lerp( player.handr, player.handr_target, 0.1f, player.handr ); -static void debug_grid( v3f at ) -{ - v3f base; - v3_floor( at, base ); + v3_copy( player.handl, player.mdl.ik_arm_l.end ); + v3_copy( player.handr, player.mdl.ik_arm_r.end ); - 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 ); - } + /* Head rotation */ + + static float rhead = 0.0f; + rhead = vg_lerpf( rhead, + vg_clampf(atan2f( localv[2], -localv[0] ),-1.0f,1.0f), 0.04f ); + player.mdl.rhead = rhead; } 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; - - ik_basic( &ik_leg_r, mleg_r, mknee_r ); - ik_basic( &ik_leg_l, mleg_l, mknee_l ); - - /* 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 ); - /* Draw */ - vg_tex2d_bind( &tex_grid, 0 ); - scene_tree_sway = 0.0f; + vg_tex2d_bind( &tex_pallet, 0 ); - mesh_bind( &player.mesh ); - m4x4f mat; + m4x3_copy( player.to_world, player.mdl.mroot ); - 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"), - 0.35f*kscale,0.35f*kscale,0.35f*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"), - 0.7f*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 ); - glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), - 0.2f*kscale,0.8f*kscale,0.4f*kscale,0.14f ); - - submodel_draw( &player.feet ); - - m4x3_expand( mleg_l, mat ); - glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat ); - submodel_draw( &player.legu ); + if( player.is_dead ) + character_mimic_ragdoll( &player.mdl ); + else + character_eval( &player.mdl ); - m4x3_expand( mknee_l, mat ); - glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat ); - submodel_draw( &player.legl ); + character_draw( &player.mdl, (player.is_dead|player.in_air)? 0.0f: 1.0f ); +} - m4x3_expand( mleg_r, mat ); - glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat ); - submodel_draw( &player.legu ); +static void vg_framebuffer_resize( int w, int h ) +{ + glBindTexture( GL_TEXTURE_2D, render.rgb_background ); + glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, + GL_RGB, GL_UNSIGNED_BYTE, NULL ); - m4x3_expand( mknee_r, mat ); - glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat ); - submodel_draw( &player.legl ); + gate_fb_resize( resize_renderbuffer_std ); + water_fb_resize( resize_renderbuffer_std ); +} - /* arms */ - m4x3_expand( marm_l, mat ); - glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat ); - submodel_draw( &player.legu ); +static void render_world( m4x4f projection ) +{ + m4x3f identity_matrix; + m4x3_identity( identity_matrix ); - m4x3_expand( melbow_l, mat ); - glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat ); - submodel_draw( &player.legl ); + shader_unlit_use(); + shader_unlit_uPv( projection ); + shader_unlit_uTexMain( 0 ); + vg_tex2d_bind( &tex_sky, 0 ); + + glDepthMask(GL_FALSE); + glDisable(GL_DEPTH_TEST); - m4x3_expand( marm_r, mat ); - glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat ); - submodel_draw( &player.legu ); + mesh_bind( &world.skybox ); + mesh_draw( &world.skybox ); - m4x3_expand( melbow_r, mat ); - glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat ); - submodel_draw( &player.legl ); + glEnable(GL_DEPTH_TEST); + glDepthMask(GL_TRUE); - /* body */ - m4x3f mbutt; - m3x3_copy( player.to_world, mbutt ); - v3_copy( butt, mbutt[3] ); + + shader_standard_use(); + shader_standard_uPv( projection ); + shader_standard_uMdl( identity_matrix ); - m4x3_expand( mbutt, mat ); - glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat ); - submodel_draw( &player.torso ); + vg_tex2d_bind( &tex_grid, 0 ); + shader_standard_uTexMain( 0 ); + shader_standard_uColour( (v4f){0.4f,0.4f,0.4f,1.0f} ); - glDisable(GL_BLEND); - glEnable( GL_DEPTH_TEST ); + scene_bind( &world.geo ); + scene_draw( &world.geo ); } 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 ); + static v3f cam_lerped = {0.0f,0.0f,0.0f}; + v3_lerp( cam_lerped, player.view, 0.08f, cam_lerped ); - float speed = v3_length( player.v ); + if( !freecam ) + { + m4x3_mulv( player.to_world, cam_lerped, pos_inv ); + + static float air_blend = 0.0f; + + air_blend = vg_lerpf( air_blend, player.in_air, 0.04f ); + v3_muladds( pos_inv, player.v, -0.05f*air_blend, pos_inv ); + } + else + v3_add( player.co, player.view, pos_inv ); + v3_negate( pos_inv, pos_inv ); + + static float vertical_lerp = 0.0f; + vertical_lerp = vg_lerpf( vertical_lerp, pos_inv[1], 1.0f ); + v3f final = { pos_inv[0], vertical_lerp, pos_inv[2] }; + + 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 ); - static v2f look_lerped = {0.0f,0.0f}; - v2_lerp( look_lerped, player.look_dir, 0.03f, look_lerped ); - + static v2f cam_lerped_dir; + m4x3_identity( world_matrix ); - m4x3_rotate_x( world_matrix, - freecam? look_lerped[1]: 0.6f+shake[1]*0.04f+look_lerped[1] ); + if( player.is_dead ) + { + 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 ); + - m4x3_rotate_y( world_matrix, look_lerped[0]+shake[0]*0.02f ); - m4x3_translate( world_matrix, pos_inv ); + float yaw = atan2f( delta[0], -delta[2] ); + float pitch = asinf( delta[1] ); + m4x3_rotate_x( world_matrix, -pitch ); + m4x3_rotate_y( world_matrix, yaw ); + } + else + { + v2_lerp( cam_lerped_dir, player.look_dir, 0.04f, cam_lerped_dir ); + + m4x3_rotate_x( world_matrix, + freecam? + cam_lerped_dir[1]: + 0.6f+shake[1]*0.04f+player.look_dir[1] ); + + m4x3_rotate_y( world_matrix, + freecam? + cam_lerped_dir[0]: + player.look_dir[0]+shake[0]*0.02f ); + } + + + m4x3_translate( world_matrix, final ); m4x4f world_4x4; m4x3_expand( world_matrix, 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 ); + 0.1f, 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 ); @@ -838,74 +1318,64 @@ 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 + */ - mesh_bind( &world.skydome ); - mesh_draw( &world.skydome ); + m4x3f cam_transform; + m4x3_invert_affine( world_matrix, cam_transform ); - vg_tex2d_bind( &tex_cement, 0 ); - mesh_bind( &world.cement ); - mesh_draw( &world.cement ); + render_world( vg_pv ); + render_water_texture( cam_transform ); - SHADER_USE(shader_standard_lit); + glBindFramebuffer( GL_FRAMEBUFFER, 0 ); + render_water_surface( vg_pv ); - 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_water, 1 ); + render_gate( &gate_a, cam_transform ); - glUniformMatrix4fv( 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, render.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 0 - glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), - 0.2f,0.36f,0.25f,1.0f ); - submodel_draw( &world.terrain ); - - 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_player(); + + /* 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, render.rgb_background ); - draw_player(); + glBindVertexArray( render.fsquad.vao ); + glDrawArrays( GL_TRIANGLES, 0, 6 ); + glDisable(GL_BLEND); + + /* Other shite */ glDisable( GL_DEPTH_TEST ); 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 ); @@ -922,7 +1392,7 @@ 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) @@ -935,6 +1405,21 @@ void vg_render(void) vg_lines_drawall( (float *)vg_pv ); glViewport( 0,0, vg_window_x, vg_window_y ); + +#if 0 + if( replay_record ) + { + m4x3f *base = &replay_buffer[(PART_COUNT)*replay_buffer_frame]; + + for( int i=0; i