X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=main.c;h=57728587415bb3237d8a9a668c5459fa6cdaff7a;hb=1f1d636056450dcd23cce55c0795ec6276272531;hp=bdd819739554e2c35c8ed8b97b30f3e96c832750;hpb=fa76acdf613baf7991fbceecbdbd7138620647f8;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/main.c b/main.c index bdd8197..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; @@ -69,6 +35,37 @@ static int replay_buffer_frame = 0; #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[] ) { @@ -80,7 +77,7 @@ 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; @@ -117,6 +114,7 @@ static struct gworld { scene geo; submodel sm_road, sm_terrain; + glmesh skybox; v3f tutorial; } @@ -139,6 +137,15 @@ 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 ); @@ -185,11 +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) @@ -297,13 +334,48 @@ void vg_start(void) (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f ); scene_copy_slice( &world.geo, &world.sm_terrain ); - v3_copy( submodel_get( mworld, "tutorial" )->pivot, world.tutorial ); + 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 */ @@ -321,13 +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 ); @@ -424,6 +497,7 @@ static void player_start_air(void) 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 @@ -597,8 +671,10 @@ 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; @@ -800,7 +876,15 @@ static void player_update(void) 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 ); @@ -819,23 +903,33 @@ 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) @@ -886,21 +980,18 @@ void vg_update(void) 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 ); @@ -917,7 +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; @@ -1101,6 +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) @@ -1109,12 +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; @@ -1183,10 +1304,12 @@ void vg_render(void) 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 ); @@ -1198,44 +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 ); + m4x3f cam_transform; + m4x3_invert_affine( world_matrix, cam_transform ); - scene_bind( &world.geo ); - scene_draw( &world.geo ); + render_world( vg_pv ); + render_water_texture( cam_transform ); -#if 0 - if( !replay_record ) - { - m4x3f *base = &replay_buffer[(PART_COUNT)*replay_buffer_frame]; - - for( int i=0; i