X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=main.c;h=57728587415bb3237d8a9a668c5459fa6cdaff7a;hb=1f1d636056450dcd23cce55c0795ec6276272531;hp=b397e2e9ec759a7af26589d5df62ef540ce106c6;hpb=3f59dc191c7792947cd2d3f6588be06933fd49f0;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/main.c b/main.c index b397e2e..5772858 100644 --- a/main.c +++ b/main.c @@ -1,29 +1,71 @@ #define VG_3D +#define VG_FRAMEBUFFER_RESIZE 1 #include "vg/vg.h" /* Resources */ vg_tex2d tex_norwey = { .path = "textures/norway_foliage.qoi" }; vg_tex2d tex_grid = { .path = "textures/grid.qoi" }; -vg_tex2d tex_road = { .path = "textures/road.qoi" }; +vg_tex2d tex_sky = { .path = "textures/sky.qoi" }; vg_tex2d tex_gradients = { .path = "textures/gradients.qoi", .flags = VG_TEXTURE_CLAMP }; -vg_tex2d *texture_list[] = -{ - &tex_norwey, - &tex_gradients, - &tex_grid, - &tex_road -}; +vg_tex2d tex_cement = { .path = "textures/cement512.qoi" }; +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 debugroad = 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[] ) { @@ -31,53 +73,187 @@ int main( int argc, char *argv[] ) } m4x3f world_matrix; -v3f player_pos; -v3f player_head; /* Relative to pos */ -v3f player_vel = { 0.0f, 0.0f, -0.2f }; -float player_yaw; -v2f look_dir; -v3f player_accel; - -float waves[128][128]; - -road_patch road_main; -scene test_scene; -scene world_scene; -scene player_scene; -u32 world_terrain_count, - world_road_count; + +static struct gplayer +{ + /* Physics */ + v3f co, v, a, v_last, m, bob; + v4f rot; + float vswitch, slip, slip_last, + reverse; + + float iY; /* Yaw inertia */ + 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; +} +player; + +static struct gworld +{ + scene geo; + submodel sm_road, sm_terrain; + glmesh skybox; + + 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] ); + + m4x3_invert_affine( player.to_world, player.to_local ); +} static int reset_player( int argc, char const *argv[] ) { - v3_zero( player_pos ); - v3_copy( (v3f){ 0.0f, 0.0f, -0.2f }, player_vel ); - player_yaw = 0.0f; + 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 ) { - scene_register(); + 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 ); } -void vg_start(void) +static void resize_renderbuffer_std( GLuint *fb, GLuint *rgb, GLuint *rb ) { - for( int y=0; y<128; y++ ) - { - for( int x=0; x<128; x++ ) - { - v2f pos = {x,y}; + 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 ); - waves[x][y] = sinf( pos[0] * 0.1f ) * - cosf( pos[1] * 0.3f ) * 5.0f + x*-0.2f; - } - } + 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 ) ); - - road_patch_init( &road_main ); - road_generate( &road_main ); + + 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", @@ -87,6 +263,14 @@ void vg_start(void) .persistent = 1 }); + vg_convar_push( (struct vg_convar){ + .name = "debugcam", + .data = &sv_debugcam, + .data_type = k_convar_dtype_i32, + .opt_i32 = { .min=0, .max=1, .clamp=0 }, + .persistent = 1 + }); + vg_convar_push( (struct vg_convar){ .name = "debugview", .data = &debugview, @@ -104,13 +288,29 @@ void vg_start(void) }); vg_convar_push( (struct vg_convar){ - .name = "debugroad", - .data = &debugroad, + .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 @@ -118,565 +318,1136 @@ void vg_start(void) v3f lightDir = { 0.1f, 0.8f, 0.2f }; v3_normalize( lightDir ); + + character_load( &player.mdl, "ch_default" ); + character_init_ragdoll( &player.mdl ); - scene_init( &world_scene ); - scene_init( &test_scene ); - scene_init( &player_scene ); - model *world = vg_asset_read( "models/free_dev.mdl" ); - model *test = vg_asset_read( "models/test.mdl" ); - model *char_dev = vg_asset_read( "models/char_dev.mdl" ); - scene_add_model( &player_scene, char_dev, - submodel_get( char_dev, "joint" ), + /* Setup scene */ + scene_init( &world.geo ); + model *mworld = vg_asset_read( "models/mp_dev.mdl" ); + + scene_add_model( &world.geo, mworld, submodel_get( mworld, "mp_dev" ), (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f ); - free(char_dev); + scene_copy_slice( &world.geo, &world.sm_road ); - scene_add_model( &world_scene, world, - submodel_get( world, "terrain" ), + 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 ); - int id_tree = submodel_get( test, "tree" ), - id_groundcover[] = - { - submodel_get( test, "bush" ), - submodel_get( test, "grass" ), - submodel_get( test, "blubber" ), - submodel_get( test, "blubber" ), - submodel_get( test, "blubber" ), - submodel_get( test, "grassthin" ) - }; + v3_copy( model_marker_get( mworld, "mp_dev_tutorial" )->co, world.tutorial ); - /* Sprinkle some trees in the terrain areas */ - v3f range; - v3_sub( world_scene.bbx[1], world_scene.bbx[0], range ); - for( int i=0; i<8000; i++ ) + /* GATE DEV */ { - v3f pos; + model_marker *ga = model_marker_get(mworld,"gate_a"), + *gb = model_marker_get(mworld,"gate_a_recv"); - pos[0] = vg_randf(); - pos[1] = 0.0f; - pos[2] = vg_randf(); - v3_muladd( world_scene.bbx[0], pos, range, pos ); + 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 ); - if( sample_scene_height( &world_scene, pos ) ) - { - scene_add_model( &test_scene, test, - id_tree, - pos, vg_randf() * VG_TAUf, vg_randf() * 0.5f + 0.5f ); - } + gate_a.other = &gate_b; + gate_b.other = &gate_a; + + gate_transform_update( &gate_a ); + gate_transform_update( &gate_b ); } - world_terrain_count = world_scene.indice_count; + /* 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); + } - scene_add_model( &world_scene, world, - submodel_get( world, "road" ), - (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f ); - world_road_count = world_scene.indice_count-world_terrain_count; + free( mworld ); + scene_upload( &world.geo ); + bvh_create( &world.geo ); - free( test ); - free( world ); + reset_player( 1, (const char *[]){ "tutorial" } ); + player_transform_update(); -#if 0 - scene_compute_occlusion( &test_scene ); - scene_shadow_gradient( &test_scene, 1, 0.0f, 1.0f ); - scene_shadow_sphere( &test_scene, (v3f){ 0.0f,4.0f,0.0f}, - (v4f){1.0f, 2.0f, 0.0f, 0.0f}, lightDir ); -#endif + /* Create framebuffers */ + glGenFramebuffers( 1, &render.fb_background ); + glBindFramebuffer( GL_FRAMEBUFFER, render.fb_background ); + + 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( &player_scene ); - scene_upload( &world_scene ); - scene_upload( &test_scene ); + 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 sample_terrain( v3f pos ) +static float ktimestep = 1.0f/60.0f; + +static void player_freecam(void) { - v3f local; - v3_muls( pos, 0.1f, local ); + 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 }; - v2i ico = { local[0], local[2] }; - for( int i=0; i<2; i++ ) + if( vg_get_button_down( "primary" ) ) + v2_copy( vg_mouse, mouse_last ); + else if( vg_get_button( "primary" ) ) { - if( ico[i] < 0 ) ico[i] = 0; - if( ico[i] > 126 ) ico[i] = 126; + 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 ); - float hse = waves[ico[0]+1][ico[1]], - hsw = waves[ico[0]][ico[1]], - hne = waves[ico[0]+1][ico[1]+1], - hnw = waves[ico[0]][ico[1]+1]; + 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 ); +} - v3f subcoord; - v3_floor( local, subcoord ); - v3_sub( local, subcoord, subcoord ); +static void apply_gravity( v3f vel, float const timestep ) +{ + v3f gravity = { 0.0f, -9.6f, 0.0f }; + v3_muladds( vel, gravity, timestep, vel ); +} - float hs = vg_lerpf( hse, hsw, 1.0f-subcoord[0] ), - hn = vg_lerpf( hne, hnw, 1.0f-subcoord[0] ), - sampleh = vg_lerpf( hs, hn, subcoord[2] ); - - return sampleh*10.0f; +static int ray_hit_is_ramp( ray_hit *hit ) +{ + return hit->tri[0] < world.sm_road.vertex_count; } -static void draw_terrain(void) +static void player_start_air(void) { - float sf = 10.0f; + player.in_air = 1; - /* Draw waves - */ - for( int y=0; y<63; y++ ) + 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++ ) { - for( int x=0; x<63; x++ ) + 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++ ) { - v2i pos = {x*2,y*2}; - vg_line( (v3f){ pos[0]*sf, waves[pos[0]][pos[1]]*sf, pos[1]*sf }, - (v3f){ (pos[0]+2)*sf, waves[pos[0]+2][pos[1]]*sf, pos[1]*sf }, - 0xa0ffffff ); - - vg_line( (v3f){ pos[1]*sf, waves[pos[1]][pos[0]]*sf, pos[0]*sf }, - (v3f){ pos[1]*sf, waves[pos[1]][pos[0]+2]*sf, (pos[0]+2)*sf }, - 0xa0ffffff ); + 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 ); } -v3f head, butt, knee_r, knee_l, foot_r, foot_l, hand_r, hand_l, - shoulder_r, shoulder_l; +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; +} -void vg_update(void) +static float stable_force( float current, float diff ) { - float timestep = 1.0f/60.0f; + float new = current + diff; - if( freecam ) + 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, contact_norm, vup, vside, + axis; + + 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( contact_count < 3 ) { - m4x3f cam_rot; - m4x3_identity( cam_rot ); - m4x3_rotate_y( cam_rot, -look_dir[0] ); - m4x3_rotate_x( cam_rot, -look_dir[1] ); + player_start_air(); + return; + } - 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 }; + 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 ); - 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 ); + vg_line( contact_norm, contact_front, 0xff00ff00 ); + vg_line( contact_back, contact_front, 0xff0000ff ); - v2_muladds( view_vel, delta, 0.005f, view_vel ); - } - - v2_muls( view_vel, 0.75f, view_vel ); - v2_add( view_vel, look_dir, look_dir ); - look_dir[1] = vg_clampf( look_dir[1], -VG_PIf*0.5f, VG_PIf*0.5f ); - - if( vg_get_button( "forward" ) ) - v3_muladds( move_vel, lookdir, timestep * movespeed, move_vel ); - if( vg_get_button( "back" ) ) - v3_muladds( move_vel, lookdir, timestep *-movespeed, move_vel ); - if( vg_get_button( "left" ) ) - v3_muladds( move_vel, sidedir, timestep *-movespeed, move_vel ); - if( vg_get_button( "right" ) ) - v3_muladds( move_vel, sidedir, timestep * movespeed, move_vel ); - - v3_muls( move_vel, 0.75f, move_vel ); - v3_add( move_vel, player_head, player_head ); + /* Surface alignment */ + float angle = v3_dot( vup, norm ); + v3_cross( vup, norm, axis ); - return; + if( angle < 0.999f ) + { + v4f correction; + q_axis_angle( correction, axis, acosf(angle) ); + q_mul( correction, player.rot, player.rot ); } - if( vg_get_button( "forward" ) ) + float resistance = v3_dot( norm, player.v ); + if( resistance >= 0.0f ) { - v3f accel = { sinf( player_yaw ), 0.0f, -cosf( player_yaw ) }; - v3_muladds( player_vel, accel, 5.0f * timestep, player_vel ); + player_start_air(); + return; + } + else + { + v3_muladds( player.v, norm, -resistance, player.v ); } - m4x3f player_transform, - world_to_local, local_to_world; + /* This is where velocity integration used to be */ + + float slip = 0.0f; + + player.co[1] = (contact_front[1]+contact_back[1])*0.5f; - m4x3_identity( player_transform ); - m4x3_translate( player_transform, player_pos ); - m4x3_rotate_y( player_transform, -player_yaw ); + v3f vel; + m3x3_mulv( player.to_local, player.v, vel ); - m4x3_identity( world_to_local ); - m4x3_rotate_y( world_to_local, player_yaw ); + /* Calculate local forces */ - m4x3_identity( local_to_world ); - m4x3_rotate_y( local_to_world, -player_yaw ); + if( fabsf(vel[2]) > 0.01f ) + slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]); - /* Get front and back contact points */ - v3f contact_front, contact_back, fwd, fwd1, contact_norm; + if( fabsf( slip ) > 1.2f ) + slip = vg_signf( slip ) * 1.2f; + player.slip = slip; + player.reverse = -vg_signf(vel[2]); - m4x3_mulv( local_to_world, (v3f){0.0f,0.0f,-1.0f}, fwd ); - m4x3_mulv( local_to_world, (v3f){0.03f,0.0f,-1.0f}, fwd1 ); + float substep = ktimestep * 0.2f; + float fwd_resistance = (vg_get_button( "break" )? 5.0f: 0.02f) * -substep; - v3_muladds( player_pos, fwd, 1.0f, contact_front ); - v3_muladds( player_pos, fwd,-1.0f, contact_back ); - v3_muladds( player_pos, fwd1, 1.0f, contact_norm ); + for( int i=0; i<5; i++ ) + { + 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 ); + } -#if 0 - road_patch_setplayer( &road_main, player_pos ); - sample_road_height( &road_main, contact_front ); - sample_road_height( &road_main, contact_back ); -#else - sample_scene_height( &world_scene, contact_front ); - sample_scene_height( &world_scene, contact_back ); - sample_scene_height( &world_scene, contact_norm ); -#endif + static double start_push = 0.0; + if( vg_get_button_down( "push" ) ) + start_push = vg_time; - v3f norm; - v3f v0, v1; - v3_sub( contact_back, contact_norm, v0 ); - v3_sub( contact_front, contact_norm, v1 ); - v3_cross( v1, v0, norm ); - v3_normalize( norm ); + 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 ); - v3f gravity = { 0.0f, -9.6f, 0.0f }; - v3_muladds( player_vel, gravity, timestep, player_vel ); + 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; + + /* 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); +} - v3f ground_pos; - v3_copy( player_pos, ground_pos ); - sample_scene_height( &world_scene, ground_pos ); +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 int in_air = 1; +static void player_physics_air(void) +{ + /* Debug prediciton */ + + m3x3_mulv( player.vr, player.v, player.v ); + for( int i=0; i player_pos[1] ) - in_air = 0; + if( ground_pos[1] > 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; + } } + + /* Prediction + * + * TODO: Find best landing surface and guide player towords it + */ + float pstep = ktimestep*10.0f; - if( !in_air ) + 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++ ) { - float resistance = v3_dot( norm, player_vel ); + v3_copy( pco, pco1 ); + apply_gravity( pv, pstep ); + v3_muladds( pco, pv, pstep, pco ); - if( resistance >= 0.0f ) - in_air = 1; - else + //vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff ); + + ray_hit contact; + v3f vdir; + + 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 )) { - v3_muladds( player_vel, norm, -resistance, player_vel ); + v3f localup; + m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, localup ); + + 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*(1.0f-limiter) ); + q_mul( correction, player.rot, player.rot ); + } + + draw_cross( contact.pos, 0xffff0000 ); + break; } + time_to_impact += pstep; } - /* vg_info( "%.3f | %.3f\n", player_vel[1], resistance ); */ - v3_muladds( player_pos, player_vel, timestep, player_pos ); - - float slip = 0.0f; - if( !in_air ) + player.iY -= vg_get_axis( "horizontal" ) * 3.6f * ktimestep; { - player_pos[1] = (contact_front[1]+contact_back[1])*0.5f; - - vg_line( player_pos, contact_front, 0xff00ffff ); - vg_line( player_pos, contact_back, 0xff00ffa0 ); - /* Create the 'travel' vector */ - v3f travel; - v3_sub( contact_front, contact_back, travel ); - v3_normalize( travel ); + 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 ); - /* Apply gravity */ -#if 0 - float gravity_conversion = -v3_dot( travel, gravity ); - vel[2] += gravity_conversion * substep; -#endif + 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 ); +} - /* Get localized (rotated) rigidbody forces - * -z - * ^ - * -|- - * | - * +z - */ +static void player_animate(void); +static void player_update(void) +{ - v3f vel; - m4x3_mulv( world_to_local, player_vel, vel ); + if( vg_get_axis("grabl")>0.0f) + reset_player(0,NULL); + if( player.is_dead ) + return; - /* Calculate local forces */ - slip = -vel[0] / vel[2]; - float substep = timestep * 0.2f; + static int clock = 0; - if( fabsf( slip ) > 1.2f ) + /* temp */ + if( freecam ) { - slip = vg_signf( slip ) * 1.2f; + 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( player.in_air ) + player_physics_air(); + + if( !player.in_air ) + player_physics_ground(); - for( int i=0; i<5; i++ ) + /* Integrate velocity */ + v3f prevco; + v3_copy( player.co, prevco ); + if( sv_phys ) { - if( fabsf(vel[2]) >= 0.02f*substep ) - vel[2] += vg_signf( vel[2] ) * -0.02f * substep; - if( fabsf(vel[0]) >= 6.0f*substep ) - vel[0] += vg_signf( vel[0] ) * -6.0f * substep; + apply_gravity( player.v, ktimestep ); + v3_muladds( player.co, player.v, ktimestep, player.co ); } - - m4x3_mulv( local_to_world, vel, player_vel ); - if( vg_get_button( "yawl" ) ) - player_yaw -= 1.6f * timestep; - if( vg_get_button( "yawr" ) ) - player_yaw += 1.6f * timestep; + /* Integrate inertia */ + v4f rotate; v3f vup = {0.0f,1.0f,0.0f}; + m3x3_mulv( player.to_world, vup, vup ); + + static float siY = 0.0f; + + 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_yaw += vg_get_axis( "horizontal" ) * 1.6f * timestep; + player.iY = 0.0f; /* temp */ + + /* 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 ); } - else + + /* Camera and character */ + player_transform_update(); + 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(); + + //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_yaw += vg_get_axis( "horizontal" ) * 3.6f * timestep; - look_dir[0] = player_yaw; + player.is_dead = 1; + m4x3_mulv( player.to_world, player.view, player.follow ); + character_ragdoll_copypose( &player.mdl, player.v ); } - look_dir[0] = atan2f( player_vel[0], -player_vel[2] ); + 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 */ + 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; - /* Creating a skeleton of the player dynamically */ - float kheight = 1.8f, + 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 ); + + 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; - v2f ac; + 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, 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 + - static v3f last_vel = { 0.0f, 0.0f, 0.0f }; - static v3f bob, bob1; + /* + * Animation blending + * =========================================== + */ - v3_sub( player_vel, last_vel, player_accel ); - v3_copy( player_vel, last_vel ); - v3_add( bob, player_accel, bob ); + 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; - bob[0] = vg_clampf( bob[0], -0.4f, 1.0f ); - bob[1] = vg_clampf( bob[1], -0.4f, 1.3f ); - bob[2] = vg_clampf( bob[2], -0.4f, 1.0f ); + float speed = v3_length( player.v ); - v3_lerp( bob, (v3f){ 0.0f, 0.0f, 0.0f }, 0.1f, bob ); - v3_lerp( bob1, bob, 0.1f, bob1 ); + 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 ); + + /* 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 ); - /* Feet */ - foot_r[0] = 0.0f; - foot_r[1] = 0.0f; - foot_r[2] = 0.3f; + 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] ); - foot_l[0] = 0.0f; - foot_l[1] = 0.0f; - foot_l[2] = -0.3f; + + float wheel_r = offset[0]*-0.4f; + v4f qwheel; + q_axis_angle( qwheel, (v3f){0.0f,1.0f,0.0f}, wheel_r ); - /* Head */ - head[0] = (-sinf(slip)*0.9f * kheight + bob1[0]*0.6f) * 0.54f; - head[1] = cosf(slip)*0.9f * kheight +-bob1[1]*1.4f; - head[2] = 0.0f; - - /* Hips */ - butt[0] = -sinf(slip)*0.2f; - butt[1] = cosf(slip); - butt[2] = 0.0f; - v2_normalize(butt); - v2_muls( butt, -0.7f, butt ); - v2_add( head, butt, butt ); - - /* Knees */ - v2_sub( butt, (v2f){0.0f,0.0f}, ac ); - float cl = v2_length( ac ), - d = acosf( (2.0f * kleg*kleg - cl*cl) / 2.0f * kleg*kleg ), - x = atan2f( ac[0], ac[1] ), - ad = (-VG_PIf-d)/2.0f; - - v2_muladds( (v2f){0.0f,0.0f}, - (v2f){ sinf( ad+x ), cosf( ad + x ) }, - kleg, knee_l ); - knee_l[2] = -0.3f; - - v2_copy( knee_l, knee_r ); - knee_r[2] = 0.3f; - - /* shoulders */ - v3_add( (v3f){0.0f,-0.1f,-0.2f}, head, shoulder_r ); - - /* Hands */ - hand_r[0] = sinf( slip ) * 0.1f; - hand_r[1] = -cosf( slip*5.0f ) * 0.5f - 0.5f; - hand_r[2] = -sinf( fabsf(slip) * 2.4f ); - v3_add( shoulder_r, hand_r, hand_r ); - - m4x3_mulv( player_transform, head, head ); - m4x3_mulv( player_transform, butt, butt ); - m4x3_mulv( player_transform, knee_l, knee_l ); - m4x3_mulv( player_transform, knee_r, knee_r ); - m4x3_mulv( player_transform, foot_l, foot_l ); - m4x3_mulv( player_transform, foot_r, foot_r ); - m4x3_mulv( player_transform, hand_r, hand_r ); - m4x3_mulv( player_transform, shoulder_r, shoulder_r ); - - v3_copy( head, player_head ); + 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] ); -static void debug_grid( v3f at ) -{ - v3f base; - v3_floor( at, base ); + 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 ); - 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++ ) + + v3_copy( player.mdl.ik_arm_l.end, player.handl_target ); + v3_copy( player.mdl.ik_arm_r.end, player.handr_target ); + + if( 1||player.in_air ) { - vg_line( (v3f){ base[0]+x-8, base[1], base[2]-8 }, - (v3f){ base[0]+x-8, base[1], base[2]+8 }, - 0x40ffffff ); + 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 ) + { + //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 ); + } + } } + + 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, player.mdl.ik_arm_l.end ); + v3_copy( player.handr, player.mdl.ik_arm_r.end ); + + /* 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) +{ + /* Draw */ + vg_tex2d_bind( &tex_pallet, 0 ); + + m4x3_copy( player.to_world, player.mdl.mroot ); + + 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 ) +{ + 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) { + 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( 0.11f, 0.35f, 0.37f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); v3f pos_inv; - v3_negate( player_head, pos_inv ); + static v3f cam_lerped = {0.0f,0.0f,0.0f}; + 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; - float speed = v3_length( player_vel ); + 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 cam_lerped_dir; + m4x3_identity( world_matrix ); - m4x3_rotate_x( world_matrix, freecam? look_dir[1]: 0.3f+shake[1]*0.04f ); - m4x3_rotate_y( world_matrix, look_dir[0]+shake[0]*0.02f ); - m4x3_translate( world_matrix, pos_inv ); + 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? 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 ); - m4x4_mul( vg_pv, world_4x4, vg_pv ); + 0.1f, 1000.0f ); - if( debugroad ) - draw_road_patch_dev( &road_main ); + 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 ); vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 1.0f, 0.0f }, 0xff00ff00 ); vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 0.0f, 1.0f }, 0xff0000ff ); - v3f board_fwd = { -sinf( player_yaw ), 0.0f, cosf( player_yaw ) }; - v3f board_side = { -board_fwd[2], 0.0f, board_fwd[0] }; - v3f bnw, bne, bse, bsw; + glEnable( GL_DEPTH_TEST ); - v3_muladds( player_pos, board_fwd, 0.75f, bnw ); - v3_muladds( player_pos, board_fwd, -0.75f, bsw ); - v3_muladds( bnw, board_side, 0.1f, bne ); - v3_muladds( bnw, board_side, -0.1f, bnw ); - v3_muladds( bsw, board_side, 0.1f, bse ); - v3_muladds( bsw, board_side, -0.1f, bsw ); + /* + * Draw world + */ - vg_line( bnw, bne, 0xff00ff00 ); - vg_line( bne, bse, 0xff00ff00 ); - vg_line( bse, bsw, 0xff00ff00 ); - vg_line( bsw, bnw, 0xff00ff00 ); + m4x3f cam_transform; + m4x3_invert_affine( world_matrix, cam_transform ); - glEnable( GL_DEPTH_TEST ); + render_world( vg_pv ); + render_water_texture( cam_transform ); - v3f leg_dr, leg_dl, leg_ar, leg_al; + glBindFramebuffer( GL_FRAMEBUFFER, 0 ); + render_water_surface( vg_pv ); - v3_sub( foot_l, butt, leg_dl ); - v3_sub( foot_r, butt, leg_dr ); - leg_dl[1] = 0.0f; - leg_dr[1] = 0.0f; - v3_normalize( leg_dl ); - v3_normalize( leg_dr ); + vg_tex2d_bind( &tex_water, 1 ); + render_gate( &gate_a, cam_transform ); - v3f v0; - v3_sub( butt, knee_l, v0 ); - float leg_pl = atan2f( v0[1], v3_dot( v0, leg_dl ) ); + + /* 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 ); - v3_sub( knee_l, foot_l, v0 ); - float knee_pl = atan2f( v0[1], v3_dot( v0, leg_dl ) ); + if( !player.is_dead ) + glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT ); + else + glClear( GL_COLOR_BUFFER_BIT ); - float leg_yl = -atan2f( leg_dl[2], leg_dl[0] ), - leg_yr = atan2f( leg_dr[2], leg_dr[0] ); + draw_player(); - SHADER_USE( shader_debug_vcol ); - m4x3f temp; - m4x4f temp1; + /* 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); + + shader_blit_use(); + shader_blit_uTexMain( 0 ); + glActiveTexture(GL_TEXTURE0); + glBindTexture( GL_TEXTURE_2D, render.rgb_background ); - vg_tex2d_bind( &tex_grid, 0 ); - scene_tree_sway = 0.0f; + glBindVertexArray( render.fsquad.vao ); + glDrawArrays( GL_TRIANGLES, 0, 6 ); - vg_line( head, butt, 0xff0000ff ); - vg_line( butt, knee_l, 0xff0000ff ); - vg_line( butt, knee_r, 0xff0000ff ); - vg_line( foot_l, knee_l, 0xff00a0ff ); - vg_line( foot_r, knee_r, 0xff00a0ff ); - vg_line( head, shoulder_r, 0xa0ff00ff ); - vg_line( shoulder_r, hand_r, 0xffff00ff ); - m4x3_identity( temp ); + glDisable(GL_BLEND); - m4x3_translate( temp, knee_l ); - m4x3_rotate_x( temp, knee_pl ); - m4x3_rotate_y( temp, leg_yl ); + /* Other shite */ + glDisable( GL_DEPTH_TEST ); + vg_lines_drawall( (float *)vg_pv ); - m4x3_expand( temp, temp1 ); - glUniformMatrix4fv( SHADER_UNIFORM( shader_debug_vcol, "uMdl" ), - 1, GL_FALSE, (float *)temp1 ); + /* Debugger camera */ + glViewport( 0,0, 800, 800 ); + glClearColor( 0.1f, 0.0f, 0.2f, 1.0f ); + glClear( GL_DEPTH_BUFFER_BIT ); - scene_draw( &player_scene, -1, 0 ); - - m4x3_identity( temp ); - m4x3_expand( temp, temp1 ); - glUniformMatrix4fv( SHADER_UNIFORM( shader_debug_vcol, "uMdl" ), - 1, GL_FALSE, (float *)temp1 ); + m4x3_identity( world_matrix ); - vg_tex2d_bind( &tex_norwey, 0 ); - scene_tree_sway = 0.1f; - scene_draw( &test_scene, -1, 0 ); + v3f debugcam; + v3_negate( player.co, debugcam ); + debugcam[2] -= 2.0f; + debugcam[1] -= 0.7f; - vg_tex2d_bind( &tex_grid, 0 ); - scene_tree_sway = 0.0f; - scene_draw( &world_scene, world_terrain_count, 0 ); + m4x3_translate( world_matrix, debugcam ); + m4x3_expand( world_matrix, world_4x4 ); + + m4x4_projection( vg_pv, + 100.0f, + (float)128.0f / (float)128.0f, + 0.1f, 1000.0f ); + m4x4_mul( vg_pv, world_4x4, vg_pv ); - vg_tex2d_bind( &tex_road, 0 ); - scene_draw( &world_scene, world_road_count, world_terrain_count ); + if(sv_debugcam) + { + glEnable( GL_DEPTH_TEST ); + draw_player(); + } glDisable( GL_DEPTH_TEST ); + 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