X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=main.c;h=69d4df93e5c0dd2501bef4f9f3dd256188c90110;hb=82dae85738b0ce35de8965398b775c9f57ab20e5;hp=fffa94b4c39de97d9a5c5a546c7ea9b16d8c0a65;hpb=a1a05787ada52089f30c533fb26b745554c07512;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/main.c b/main.c index fffa94b..69d4df9 100644 --- a/main.c +++ b/main.c @@ -1,4 +1,5 @@ #define VG_3D +#define VG_FRAMEBUFFER_RESIZE 1 #include "vg/vg.h" /* Resources */ @@ -20,6 +21,31 @@ vg_tex2d *texture_list[] = &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" }) +) + /* Convars */ static int freecam = 0; static int debugview = 0; @@ -28,12 +54,19 @@ 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" int main( int argc, char *argv[] ) { @@ -47,7 +80,8 @@ static struct gplayer /* Physics */ v3f co, v, a; v4f rot; - float vswitch, slip, slip_last; + float vswitch, slip, slip_last, + reverse; float iY; /* Yaw inertia */ int in_air; @@ -70,29 +104,6 @@ static struct gplayer struct character mdl; - /* Opengl */ -#if 0 - glmesh mesh; - submodel legl, - legu, - board, - torso, - wheels, - foot, - - /* NEW MODEL */ - leg_r0, leg_r1, foot_r, - leg_l0, leg_l1, foot_l, - arm_r0, arm_r1, hand_r, - arm_l0, arm_l1, hand_l, - body, head; - - /* Rendering */ - m4x3f mleg_l, mknee_l, mleg_r, mknee_r, mboard; - m4x3f marm_l, melbow_l, marm_r, melbow_r, mbutt, - mfoot_l, mfoot_r; -#endif - v3f handl_target, handr_target, handl, handr; } @@ -100,19 +111,22 @@ player; static struct gworld { - glmesh skydome; - glmesh cement; - - scene foliage, /* Tree shader */ - geo, /* Std shader, collisions */ - detail; /* Std shader, no collisions */ - + scene geo; submodel terrain, terrain_rocks, terrain_road; } world; +static struct grender +{ + GLuint fb_background, + rgb_background; + + glmesh fsquad; +} +render; + static void player_transform_update(void) { q_m3x3( player.rot, player.to_world ); @@ -133,15 +147,47 @@ static int reset_player( int argc, char const *argv[] ) return 0; } +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; +} + void vg_register(void) { scene_register(); + character_shader_register(); + SHADER_INIT( shader_blit ); } void vg_start(void) { + replay_buffer = malloc( sizeof(m4x3f) * REPLAY_LENGTH * (PART_COUNT) ); + vg_tex2d_init( texture_list, vg_list_size( texture_list ) ); + 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, @@ -208,104 +254,52 @@ void vg_start(void) character_load( &player.mdl, "ch_default" ); - /* temp */ - model *cement_model = vg_asset_read("models/cement_r1.mdl" ); - model_unpack( cement_model, &world.cement ); - free( cement_model ); - /* Setup scene */ scene_init( &world.geo ); - scene_init( &world.detail ); - scene_init( &world.foliage ); - - model *mworld = vg_asset_read( "models/free_dev.mdl" ); - model *mtest = vg_asset_read( "models/test.mdl" ); - - model *msky = vg_asset_read( "models/skydome.mdl" ); - model_unpack( msky, &world.skydome ); - free( msky ); - - scene_add_model( &world.geo, mworld, submodel_get( mworld, "terrain" ), - (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f ); - scene_copy_slice( &world.geo, &world.terrain ); + model *mworld = vg_asset_read( "models/mp_dev.mdl" ); - scene_add_model( &world.geo, mworld, submodel_get( mworld, "terrain_rocks" ), + 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_rocks ); - - submodel *ptree = submodel_get( mtest, "tree" ), - *pt_groundcover[] = - { - submodel_get( mtest, "bush" ), - submodel_get( mtest, "bush" ), - submodel_get( mtest, "blubber" ), - }; - - /* Sprinkle some trees in the terrain areas */ - v3f range; - v3_sub( world.geo.bbx[1], world.geo.bbx[0], range ); - -#ifdef VG_RELEASE - int const ktree_count = 8000, - kfoliage_count = 200000; -#else - int const ktree_count = 200, - kfoliage_count = 0; -#endif - - for( int i=0; i 0.9f ) - { - scene_add_model( &world.foliage, mtest, ptree, - pos, vg_randf() * VG_TAUf, vg_randf() * 0.5f + 0.5f ); - } - } - } - for( int i=0; i 0.7f ) - { - scene_add_model( &world.foliage, mtest, - pt_groundcover[rand()%vg_list_size(pt_groundcover)], - pos, vg_randf() * VG_TAUf, vg_randf() * 0.5f + 0.5f ); - } - } - } - scene_add_model( &world.geo, mworld, submodel_get( mworld, "road" ), - (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f ); - scene_copy_slice( &world.geo, &world.terrain_road ); + reset_player( 0, NULL ); + player_transform_update(); - scene_add_model( &world.detail, mworld, submodel_get( mworld, "art" ), - (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f ); + /* Create framebuffers */ + glGenFramebuffers( 1, &render.fb_background ); + glBindFramebuffer( GL_FRAMEBUFFER, render.fb_background ); - free( mtest ); - free( mworld ); + 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_compute_occlusion( &world.foliage ); + 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); - scene_upload( &world.foliage ); - scene_upload( &world.geo ); - scene_upload( &world.detail ); - - reset_player( 0, NULL ); - player_transform_update(); + { + 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 ); + 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; @@ -356,7 +350,6 @@ static void player_freecam(void) v3_muls( move_vel, 0.75f, move_vel ); v3_add( move_vel, player.view, player.view ); - } static void apply_gravity( v3f vel, float const timestep ) @@ -374,8 +367,6 @@ static void player_start_air(void) float best_velocity_mod = 0.0f, best_velocity_delta = -9999.9f; - v3f targetn; - v3f axis, vup; m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, vup ); v3_cross( vup, player.v, axis ); @@ -386,7 +377,7 @@ static void player_start_air(void) for( int m=0;m<=5; m++ ) { - float vmod = ((float)m / 5.0f)*0.15f; + float vmod = ((float)m / 5.0f)*0.09f; v3f pco, pco1, pv; v3_copy( player.co, pco ); @@ -411,28 +402,31 @@ static void player_start_air(void) m3x3_mulv( vr, pv, pv ); v3_muladds( pco, pv, pstep, pco ); - - vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff ); - v3f sh; - v3_copy( pco, sh ); - int hit = sample_scene_height( &world.geo, sh, targetn ); + 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); + + if( bvh_raycast( &world.geo, pco1, vdir, &contact )) { - float land_delta = v3_dot( pv, targetn ); + float land_delta = v3_dot( pv, contact.normal ); if( (land_delta < 0.0f) && (land_delta > best_velocity_delta) ) { best_velocity_delta = land_delta; best_velocity_mod = vmod; - v3_copy( sh, player.land_target ); + v3_copy( contact.pos, player.land_target ); q_axis_angle( vr_q, axis, vmod*0.1f ); q_m3x3( vr_q, player.vr ); } - v3_copy( sh, player.land_target_log[player.land_log_count ++] ); + + v3_copy( contact.pos, + player.land_target_log[player.land_log_count ++] ); break; } } @@ -449,7 +443,7 @@ static int sample_if_resistant( v3f pos ) v3f ground, norm; v3_copy( pos, ground ); - if( sample_scene_height( &world.geo, ground, norm ) ) + if( bvh_scene_sample( &world.geo, ground, norm ) ) { v3f angle; v3_copy( player.v, angle ); @@ -474,11 +468,12 @@ static void player_physics_ground(void) */ v3f contact_front, contact_back, fwd, fwd1, 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,-0.6f}, contact_norm ); - m4x3_mulv( player.to_world, (v3f){-0.15f,0.0f,-0.6f}, contact_front ); - m4x3_mulv( player.to_world, (v3f){ 0.00f,0.0f, 0.6f}, contact_back ); + 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 ); @@ -539,24 +534,13 @@ static void player_physics_ground(void) /* Calculate local forces */ - slip = (-vel[0] / vel[2]) * player.vswitch; + slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]); if( fabsf( slip ) > 1.2f ) slip = vg_signf( slip ) * 1.2f; player.slip = slip; - -#if 0 - if( player.slip_last*slip < 0.0f && fabsf(slip) > 0.7f ) - { - vg_warn( "SWITCH\n" ); - player.vswitch = -player.vswitch; - slip = -slip; - } - - player.slip_last = slip; -#endif + player.reverse = -vg_signf(vel[2]); float substep = ktimestep * 0.2f; - for( int i=0; i<5; i++ ) { if( fabsf(vel[2]) >= 0.02f*substep ) @@ -603,7 +587,7 @@ static void player_physics_air(void) v3f ground_pos, ground_norm; v3_copy( player.co, ground_pos ); - if( sample_scene_height( &world.geo, ground_pos, ground_norm ) ) + if( bvh_scene_sample( &world.geo, ground_pos, ground_norm ) ) { if( ground_pos[1] > player.co[1] ) { @@ -622,27 +606,29 @@ static void player_physics_air(void) v3_copy( player.co, pco ); v3_copy( player.v, pv ); - v3f targetn; for( int i=0; i<50; i++ ) { v3_copy( pco, pco1 ); apply_gravity( pv, pstep ); v3_muladds( pco, pv, pstep, pco ); - vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff ); + //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); + + 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 ); if( angle < 0.99f ) { @@ -651,7 +637,7 @@ static void player_physics_air(void) q_mul( correction, player.rot, player.rot ); } - draw_cross( sh, 0xffff0000 ); + draw_cross( contact.pos, 0xffff0000 ); break; } @@ -705,7 +691,12 @@ static void player_update(void) v4f rotate; v3f vup = {0.0f,1.0f,0.0f}; m3x3_mulv( player.to_world, vup, vup ); - q_axis_angle( rotate, vup, player.iY ); + 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.look_dir[0] = atan2f( player.v[0], -player.v[2] ); @@ -730,43 +721,7 @@ static void player_update(void) void vg_update(void) { player_update(); - - /* Creating a skeleton of the player dynamically */ - - - #if 0 - player.handl_target[0] = head[0] + 0.2f; - player.handl_target[1] = head[1] - 0.8f*(1.0f-fabsf(slip)); - player.handl_target[2] = head[2] + 0.2f + 0.7f*fabsf(slip); - - player.handr_target[0] = head[0] + 0.2f; - player.handr_target[1] = head[1] - 0.8f*(1.0f-fabsf(slip)); - player.handr_target[2] = head[2] - (0.2f + 0.7f*fabsf(slip)); - - if( vg_maxf(lslip,grab) > 0.5f ) - { - if( player.slip < 0.0f && player.in_air ) - { - player.handl_target[0] = 0.15f; - player.handl_target[1] = 0.1f; - player.handl_target[2] = 0.4f; - } - else - { - player.handr_target[0] = 0.15f; - player.handr_target[1] = 0.1f; - player.handr_target[2] = -0.4f; - } - - if( grab > 0.5f ) - { - player.handr_target[0] = -0.15f; - player.handr_target[1] = 0.1f; - player.handr_target[2] = 0.4f; - } - } - - #endif + bvh_debug( &world.geo, player.co ); } static void player_animate(void) @@ -811,7 +766,74 @@ static void player_animate(void) v3_muladds( head, offset, 0.7f, head ); head[1] = vg_clampf( head[1], 0.3f, kheight ); - v3_copy( head, player.view ); +#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 ); /* New board transformation */ v4f board_rotation; v3f board_location; @@ -831,28 +853,46 @@ static void player_animate(void) v3_add( (v3f){0.0f,0.5f,0.0f}, board_location, board_location ); v3_copy( board_location, mboard[3] ); - /* In the air, the dude should grab with the side thats highest, - * while also sliding the same foot downwards a bit */ - float foot_l = 0.3f, - foot_r = -0.4f; + 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] ); - player.handl_target[0] = 0.0f; - player.handl_target[1] = 0.0f; - player.handl_target[2] = 0.6f; + 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.handr_target[0] = 0.0f; - player.handr_target[1] = 0.0f; - player.handr_target[2] = -0.6f; + + 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 ) { 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; + //foot_l *= 1.0f-tuck_amt*1.5f; if( player.grab > 0.1f ) { @@ -862,7 +902,7 @@ static void player_animate(void) } else { - foot_r *= 1.0f-tuck_amt*1.4f; + //foot_r *= 1.0f-tuck_amt*1.4f; if( player.grab > 0.1f ) { @@ -871,178 +911,90 @@ static void player_animate(void) } } } - else - { - } - - v3f fwd; - - /* offset */ - float *hips = player.mdl.ik_body.base, - *collar = player.mdl.ik_body.end, - *pole = player.mdl.ik_body.pole; - - v3_add( hips, collar, pole ); - v3_muls( pole, 0.5f, pole ); - v3_add( pole, (v3f){ 1.0f, 0.0f, 0.0f }, pole ); - v3_copy( player.view, collar ); - v3_add( (v3f){ 0.2f,-0.45f,0.0f}, collar, hips ); - - player.mdl.rhip = sinf(vg_time); - player.mdl.rcollar = sinf(vg_time)*0.5f; - - struct ik_basic *ik_leg_l = &player.mdl.ik_leg_l, - *ik_leg_r = &player.mdl.ik_leg_r, - *ik_arm_l = &player.mdl.ik_arm_l, - *ik_arm_r = &player.mdl.ik_arm_r; - - m4x3_mulv( mboard, (v3f){ 0.0f,0.16f, foot_r }, ik_leg_r->end ); - m4x3_mulv( mboard, (v3f){ 0.0f,0.16f, foot_l }, ik_leg_l->end ); - - m4x3f tomp; - m4x3_identity(tomp); - m4x3_mulv( tomp, (v3f){ -0.4f,0.50f,-0.50f }, ik_leg_r->pole ); - m4x3_mulv( tomp, (v3f){ -0.4f,0.50f,-0.3f }, ik_leg_l->pole ); - - /* Arms */ - v3f hl, hr, neckl = {0.0f, 0.5f, 0.2f}, - neckr = {0.0f, 0.5f,-0.2f}; - v3_lerp( player.handl, player.handl_target, 0.1f, player.handl ); v3_lerp( player.handr, player.handr_target, 0.1f, player.handr ); - v3_copy( player.handl, ik_arm_l->end ); - v3_copy( player.handr, ik_arm_r->end ); - v3_copy( (v3f){ 0.6f,0.7f, 0.4f }, ik_arm_l->pole ); - v3_copy( (v3f){ 0.6f,0.7f,-0.35f }, ik_arm_r->pole ); - - if( thirdperson ) - { - v3f nv; - v3_copy( player.v, nv ); - v3_normalize( nv ); - v3_muladds( player.view, nv, -3.0f, player.view ); - } - - v3f camoffs = {-0.3f,0.0f,0.3f}; - v3_add( player.view, camoffs, player.view ); + v3_copy( player.handl, player.mdl.ik_arm_l.end ); + v3_copy( player.handr, player.mdl.ik_arm_r.end ); + + /* Head rotation */ - m4x3_copy( mboard, player.mdl.matrices[k_chpart_wheels] ); + 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 */ - SHADER_USE(shader_standard_lit); - - glUniformMatrix4fv( SHADER_UNIFORM( shader_standard_lit, "uPv" ), - 1, GL_FALSE, (float *)vg_pv ); - glUniform1i( SHADER_UNIFORM( shader_standard_lit, "uTexMain" ), 0 ); - - GLint kuMdl = SHADER_UNIFORM( shader_standard_lit, "uMdl" ); - -#if 0 - float kscale = 0.7f; - glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), - 0.35f*kscale,0.35f*kscale,0.35f*kscale,1.0f ); - - glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mboard ); - submodel_draw( &player.board ); - - glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), - 0.7f*kscale,0.7f*kscale,0.7f*kscale,1.0f ); - submodel_draw( &player.wheels ); - - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE); - glBlendEquation(GL_FUNC_ADD); - glDisable( GL_DEPTH_TEST ); -#endif -#if 0 - glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), - 0.2f*kscale,0.8f*kscale,0.4f*kscale,0.14f ); - - glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mfoot_l ); - submodel_draw( &player.foot_l ); - glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mfoot_r ); - submodel_draw( &player.foot_r ); - - glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mleg_l ); - submodel_draw( &player.leg_l0 ); - - glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mknee_l ); - submodel_draw( &player.leg_l1 ); - - glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mleg_r ); - submodel_draw( &player.leg_r0 ); - - glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mknee_r ); - submodel_draw( &player.leg_r1 ); - - /* arms */ - glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.marm_l ); - submodel_draw( &player.arm_l0 ); - - glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.melbow_l ); - submodel_draw( &player.arm_l1 ); - - glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.marm_r ); - submodel_draw( &player.arm_r0 ); - - glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.melbow_r ); - submodel_draw( &player.arm_r1 ); - - /* body */ - glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mbutt ); - submodel_draw( &player.body ); - - glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), - 0.2f*kscale,0.2f*kscale,0.2f*kscale,0.14f ); - submodel_draw( &player.head ); - - glDisable(GL_BLEND); - glEnable( GL_DEPTH_TEST ); -#endif - vg_tex2d_bind( &tex_pallet, 0 ); - //m4x3_identity( player.mdl.mroot ); - //character_testpose( &player.mdl, vg_time ); + m4x3_copy( player.to_world, player.mdl.mroot ); character_eval( &player.mdl ); - character_draw( &player.mdl, kuMdl ); + character_draw( &player.mdl, 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 ); } 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(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 ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); v3f pos_inv; - m4x3_mulv( player.to_world, player.view, 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 ); + else + v3_add( player.co, player.view, pos_inv ); v3_negate( pos_inv, pos_inv ); - float speed = v3_length( player.v ); + 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; + + v2_lerp( cam_lerped_dir, player.look_dir, 0.04f, cam_lerped_dir ); + m4x3_identity( world_matrix ); m4x3_rotate_x( world_matrix, freecam? - player.look_dir[1]: + cam_lerped_dir[1]: 0.6f+shake[1]*0.04f+player.look_dir[1] ); - m4x3_rotate_y( world_matrix, player.look_dir[0]+shake[0]*0.02f ); - m4x3_translate( world_matrix, pos_inv ); + 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, + freecam? 60.0f: 120.0f, (float)vg_window_x / (float)vg_window_y, 0.01f, 1000.0f ); m4x4_mul( vg_pv, world_4x4, vg_pv ); @@ -1053,70 +1005,86 @@ void vg_render(void) glEnable( GL_DEPTH_TEST ); - scene_foliage_shader_use(); - m4x3f temp1; - m4x3_identity( temp1 ); - glUniformMatrix4x3fv( SHADER_UNIFORM( shader_debug_vcol, "uMdl" ), - 1, GL_FALSE, (float *)temp1 ); - - vg_tex2d_bind( &tex_norwey, 0 ); - scene_tree_sway = 0.1f; - - scene_bind( &world.foliage ); - scene_draw( &world.foliage ); - if( debugsdf ) - scene_debugsdf( &world.foliage ); - - SHADER_USE(shader_unlit); - m4x3f temp2; - m4x3_identity(temp2); - m4x3_translate( temp2, player.co ); - glUniformMatrix4x3fv( SHADER_UNIFORM( shader_unlit, "uMdl" ), - 1, GL_FALSE, (float *)temp2 ); - glUniformMatrix4fv( SHADER_UNIFORM( shader_unlit, "uPv" ), - 1, GL_FALSE, (float *)vg_pv ); - - glUniform1i( SHADER_UNIFORM( shader_unlit, "uTexMain" ), 0 ); - vg_tex2d_bind( &tex_sky, 0 ); - - mesh_bind( &world.skydome ); - mesh_draw( &world.skydome ); - -#if 0 - vg_tex2d_bind( &tex_cement, 0 ); - mesh_bind( &world.cement ); - mesh_draw( &world.cement ); -#endif - + /* + * 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 ); - glUniform1i( SHADER_UNIFORM( shader_standard_lit, "uTexMain" ), 0 ); glUniformMatrix4x3fv( SHADER_UNIFORM( shader_standard_lit, "uMdl" ), - 1, GL_FALSE, (float *)temp1 ); + 1, GL_FALSE, (float *)identity_matrix ); vg_tex2d_bind( &tex_grid, 0 ); - - scene_bind( &world.geo ); -#if 1 - glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), - 0.2f,0.36f,0.25f,1.0f ); - submodel_draw( &world.terrain ); + glUniform1i( SHADER_UNIFORM( shader_standard_lit, "uTexMain" ), 0 ); - 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 + + 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