X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=main.c;h=57728587415bb3237d8a9a668c5459fa6cdaff7a;hb=1f1d636056450dcd23cce55c0795ec6276272531;hp=61f0a584dd137bff175213a381b34a64d648c5b4;hpb=7bf2284094c18d0e7de1c8823264bdfa36bc7f2e;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/main.c b/main.c index 61f0a58..5772858 100644 --- a/main.c +++ b/main.c @@ -10,41 +10,7 @@ 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 -}; - -SHADER_DEFINE( shader_blit, - "layout (location=0) in vec2 a_co;" - "out vec2 aUv;" - "" - "void main()" - "{" - "gl_Position = vec4(a_co*2.0-1.0,0.0,1.0);" - "aUv = a_co;" - "}", - - /* Fragment */ - "out vec4 FragColor;" - "" - "uniform sampler2D uTexMain;" - "" - "in vec2 aUv;" - "" - "void main()" - "{" - "FragColor = texture( uTexMain, aUv );" - "}" - , - UNIFORMS({ "uTexMain" }) -) +vg_tex2d tex_water = { .path = "textures/water.qoi" }; /* Convars */ static int freecam = 0; @@ -67,6 +33,39 @@ static int replay_buffer_frame = 0; #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[] ) { @@ -78,25 +77,27 @@ m4x3f world_matrix; static struct gplayer { /* Physics */ - v3f co, v, a; + v3f co, v, a, v_last, m, bob; v4f rot; 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[12]; + v3f land_target_log[22]; + u32 land_target_colours[22]; int land_log_count; m3x3f vr; @@ -112,9 +113,10 @@ player; static struct gworld { scene geo; - submodel terrain, - terrain_rocks, - terrain_road; + submodel sm_road, sm_terrain; + glmesh skybox; + + v3f tutorial; } world; @@ -127,8 +129,26 @@ static struct grender } 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] ); @@ -138,10 +158,23 @@ static void player_transform_update(void) 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; @@ -159,11 +192,41 @@ static int playermodel( int argc, char const *argv[] ) return 1; } -void vg_register(void) +static void create_renderbuffer_std( GLuint *fb, GLuint *rgb, GLuint *rb ) { - scene_register(); - character_shader_register(); - SHADER_INIT( shader_blit ); + 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 ) +{ + 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) @@ -171,7 +234,11 @@ 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, @@ -253,6 +320,7 @@ void vg_start(void) v3_normalize( lightDir ); character_load( &player.mdl, "ch_default" ); + character_init_ragdoll( &player.mdl ); /* Setup scene */ scene_init( &world.geo ); @@ -260,13 +328,54 @@ void vg_start(void) 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.sm_road ); + + 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.sm_terrain ); + + v3_copy( model_marker_get( mworld, "mp_dev_tutorial" )->co, world.tutorial ); + + + /* GATE DEV */ + { + 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 ); + } + + /* WATER DEV */ + { + 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); + } free( mworld ); scene_upload( &world.geo ); bvh_create( &world.geo ); - - reset_player( 0, NULL ); + reset_player( 1, (const char *[]){ "tutorial" } ); player_transform_update(); /* Create framebuffers */ @@ -284,13 +393,14 @@ void vg_start(void) 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 ); - glGenBuffers( 1, &render.fsquad.ebo ); glBindVertexArray( render.fsquad.vao ); glBindBuffer( GL_ARRAY_BUFFER, render.fsquad.vbo ); glBufferData( GL_ARRAY_BUFFER, sizeof(quad), quad, GL_STATIC_DRAW ); @@ -358,6 +468,11 @@ 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; @@ -375,13 +490,14 @@ static void player_start_air(void) m3x3_identity( player.vr ); - for( int m=0;m<=5; m++ ) + for( int m=-3;m<=12; m++ ) { - float vmod = ((float)m / 5.0f)*0.09f; + 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 @@ -413,6 +529,14 @@ static void player_start_air(void) 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) ) { @@ -426,7 +550,12 @@ static void player_start_air(void) } v3_copy( contact.pos, - player.land_target_log[player.land_log_count ++] ); + player.land_target_log[player.land_log_count] ); + player.land_target_colours[player.land_log_count] = + 0xff000000 | scolour; + + player.land_log_count ++; + break; } } @@ -440,15 +569,16 @@ static void player_start_air(void) static int sample_if_resistant( v3f pos ) { - v3f ground, norm; + v3f ground; v3_copy( pos, ground ); - - if( bvh_scene_sample( &world.geo, ground, norm ) ) + + 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( norm, angle ); + float resistance = v3_dot( hit.normal, angle ); if( resistance < 0.25f ) { @@ -476,11 +606,10 @@ 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; float klength = 0.65f; - m3x3_mulv( player.to_world, (v3f){ 0.0f, 0.0f,-1.0f}, fwd ); 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 ); @@ -522,7 +651,6 @@ static void player_physics_ground(void) } float resistance = v3_dot( norm, player.v ); - if( resistance >= 0.0f ) { player_start_air(); @@ -543,20 +671,41 @@ 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 = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]); if( fabsf( slip ) > 1.2f ) slip = vg_signf( slip ) * 1.2f; player.slip = slip; player.reverse = -vg_signf(vel[2]); float substep = ktimestep * 0.2f; + float fwd_resistance = (vg_get_button( "break" )? 5.0f: 0.02f) * -substep; + for( int i=0; i<5; i++ ) { - vel[2] = stable_force( vel[2], vg_signf( vel[2] ) * -0.02f*substep ); + 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 ); } + 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" ) ) + { + 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 ); if( vg_get_button( "yawl" ) ) @@ -592,18 +741,28 @@ static void player_physics_air(void) 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; } } @@ -617,6 +776,9 @@ 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; for( int i=0; i<50; i++ ) { @@ -632,7 +794,8 @@ static void player_physics_air(void) 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; @@ -641,21 +804,42 @@ static void player_physics_air(void) float angle = v3_dot( localup, contact.normal ); v3f 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)*0.05f ); + 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") }, @@ -666,38 +850,41 @@ static void player_physics_air(void) static void player_animate(void); static void player_update(void) { - static int clock = 0; - - clock ++; - if( clock >= clock_divider ) - clock = 0; - else + + if( vg_get_axis("grabl")>0.0f) + reset_player(0,NULL); + if( player.is_dead ) return; + static int clock = 0; + /* 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 ); - } + 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( player.in_air ) + player_physics_air(); + + if( !player.in_air ) + player_physics_ground(); + /* Integrate velocity */ + v3f prevco; + v3_copy( player.co, prevco ); if( sv_phys ) { apply_gravity( player.v, ktimestep ); @@ -716,49 +903,95 @@ static void player_update(void) q_axis_angle( rotate, vup, siY ); 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(); + /* 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 */ - 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(); - bvh_debug( &world.geo, player.co ); + + //rb_torque( &mr_box, (v3f){0.0f,0.0f,1.0f}, 0.01f ); + + if( glfwGetKey( vg_window, GLFW_KEY_F ) ) + character_ragdoll_go( &player.mdl, player.view ); + + 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 ); + } + + static int clock = 0; + + 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 */ - 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_sub( player.v, player.v_last, player.a ); + v3_copy( player.v, player.v_last ); - v3_add( momentum, player.a, momentum ); - v3_lerp( momentum, (v3f){0.0f,0.0f,0.0f}, 0.1f, momentum ); + 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 */ float lslip = fabsf(player.slip); //vg_minf( 0.4f, slip ); @@ -775,7 +1008,7 @@ static void player_animate(void) head[2] = 0.0f; v3f offset; - m3x3_mulv( player.to_local, bob, offset ); + m3x3_mulv( player.to_local, player.bob, offset ); offset[0] *= 0.3333f; offset[1] *= -0.25f; @@ -945,8 +1178,13 @@ static void draw_player(void) vg_tex2d_bind( &tex_pallet, 0 ); m4x3_copy( player.to_world, player.mdl.mroot ); - character_eval( &player.mdl ); - character_draw( &player.mdl, 1.0f ); + + if( player.is_dead ) + character_mimic_ragdoll( &player.mdl ); + else + character_eval( &player.mdl ); + + character_draw( &player.mdl, (player.is_dead|player.in_air)? 0.0f: 1.0f ); } static void vg_framebuffer_resize( int w, int h ) @@ -954,6 +1192,41 @@ 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 ); + + gate_fb_resize( resize_renderbuffer_std ); + water_fb_resize( resize_renderbuffer_std ); +} + +static void render_world( m4x4f projection ) +{ + m4x3f identity_matrix; + m4x3_identity( identity_matrix ); + + shader_unlit_use(); + shader_unlit_uPv( projection ); + shader_unlit_uTexMain( 0 ); + vg_tex2d_bind( &tex_sky, 0 ); + + glDepthMask(GL_FALSE); + glDisable(GL_DEPTH_TEST); + + mesh_bind( &world.skybox ); + mesh_draw( &world.skybox ); + + glEnable(GL_DEPTH_TEST); + glDepthMask(GL_TRUE); + + + shader_standard_use(); + shader_standard_uPv( projection ); + shader_standard_uMdl( identity_matrix ); + + vg_tex2d_bind( &tex_grid, 0 ); + shader_standard_uTexMain( 0 ); + shader_standard_uColour( (v4f){0.4f,0.4f,0.4f,1.0f} ); + + scene_bind( &world.geo ); + scene_draw( &world.geo ); } void vg_render(void) @@ -962,12 +1235,7 @@ 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(111.0f/255.0f, 46.0f/255.0f, 45.0f/255.0f,1.0f); - - glClearColor( powf(0.066f,1.0f/2.2f), - powf(0.050f,1.0f/2.2f), - powf(0.046f,1.0f/2.2f), 1.0f ); + glClearColor( 0.11f, 0.35f, 0.37f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); v3f pos_inv; @@ -975,7 +1243,14 @@ void vg_render(void) v3_lerp( cam_lerped, player.view, 0.08f, cam_lerped ); 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 ); @@ -990,26 +1265,51 @@ void vg_render(void) static v2f cam_lerped_dir; - v2_lerp( cam_lerped_dir, player.look_dir, 0.04f, cam_lerped_dir ); - m4x3_identity( world_matrix ); - 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 ); + 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 ); + + + 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? 60.0f: 120.0f, + + 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 ); @@ -1021,42 +1321,18 @@ void vg_render(void) /* * Draw world */ - SHADER_USE(shader_standard_lit); - - m4x3f identity_matrix; - m4x3_identity( identity_matrix ); - - glUniformMatrix4fv( SHADER_UNIFORM( shader_standard_lit, "uPv" ), - 1, GL_FALSE, (float *)vg_pv ); - glUniformMatrix4x3fv( SHADER_UNIFORM( shader_standard_lit, "uMdl" ), - 1, GL_FALSE, (float *)identity_matrix ); - - vg_tex2d_bind( &tex_grid, 0 ); - glUniform1i( SHADER_UNIFORM( shader_standard_lit, "uTexMain" ), 0 ); - - glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), - 0.4f,0.4f,0.4f,1.0f ); - - scene_bind( &world.geo ); - scene_draw( &world.geo ); - - if( !replay_record ) - { - m4x3f *base = &replay_buffer[(PART_COUNT)*replay_buffer_frame]; - - for( int i=0; i