X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=main.c;h=6c1714c76d9b50076e6e42c32431aa935c762bae;hb=8dfd1063311df86f24fbad2e221ccc0734695e74;hp=fffa94b4c39de97d9a5c5a546c7ea9b16d8c0a65;hpb=a1a05787ada52089f30c533fb26b745554c07512;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/main.c b/main.c index fffa94b..6c1714c 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; @@ -47,7 +73,8 @@ 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; @@ -113,6 +140,15 @@ static struct gworld } 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 ); @@ -136,6 +172,8 @@ static int reset_player( int argc, char const *argv[] ) void vg_register(void) { scene_register(); + character_shader_register(); + SHADER_INIT( shader_blit ); } void vg_start(void) @@ -306,6 +344,38 @@ void vg_start(void) reset_player( 0, NULL ); player_transform_update(); + + /* 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); + + 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); + + { + 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; @@ -386,7 +456,7 @@ 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 ); @@ -474,11 +544,12 @@ 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 +610,13 @@ 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 ) @@ -705,7 +765,12 @@ 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] ); @@ -812,6 +877,73 @@ static void player_animate(void) head[1] = vg_clampf( head[1], 0.3f, kheight ); v3_copy( head, player.view ); + v3f camoffs = {-0.2f,-0.6f,0.00f}; + v3_add( player.view, camoffs, player.view ); + + + /* + * 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_pose_with_tilt( &player.mdl, offset, + &character_pose_stand, amt_stand ); + + character_pose_with_tilt( &player.mdl, offset, + &character_pose_aero, amt_aero * fdirz ); + character_pose_with_tilt( &player.mdl, offset, + &character_pose_aero_reverse, amt_aero * (1.0f-fdirz) ); + + character_pose_with_tilt( &player.mdl, offset, + &character_pose_slide, amt_slide*fdirx ); + character_pose_with_tilt( &player.mdl, offset, + &character_pose_slide1, amt_slide*(1.0f-fdirx) ); + + character_pose_with_tilt( &player.mdl, (v3f){0.0f,0.0f,0.0f}, + &character_pose_fly, amt_air ); + + + + 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; @@ -831,6 +963,82 @@ static void player_animate(void) v3_add( (v3f){0.0f,0.5f,0.0f}, board_location, board_location ); v3_copy( board_location, mboard[3] ); + + float wheel_r = offset[0]*-0.4f; + v4f qwheel; + q_axis_angle( qwheel, (v3f){0.0f,1.0f,0.0f}, wheel_r ); + + q_m3x3( qwheel, player.mdl.matrices[k_chpart_wb] ); + + m3x3_transpose( player.mdl.matrices[k_chpart_wb], + player.mdl.matrices[k_chpart_wf] ); + v3_copy( player.mdl.offsets[k_chpart_wb], + player.mdl.matrices[k_chpart_wb][3] ); + v3_copy( player.mdl.offsets[k_chpart_wf], + player.mdl.matrices[k_chpart_wf][3] ); + + m4x3_mul( mboard, player.mdl.matrices[k_chpart_wb], + player.mdl.matrices[k_chpart_wb] ); + m4x3_mul( mboard, player.mdl.matrices[k_chpart_wf], + player.mdl.matrices[k_chpart_wf] ); + + m4x3_mulv( mboard, player.mdl.ik_leg_l.end, player.mdl.ik_leg_l.end ); + m4x3_mulv( mboard, player.mdl.ik_leg_r.end, player.mdl.ik_leg_r.end ); + + + 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; + + 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; + + +#if 0 + return; + /* In the air, the dude should grab with the side thats highest, * while also sliding the same foot downwards a bit */ @@ -887,10 +1095,10 @@ static void player_animate(void) 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 ); + v3_add( (v3f){ 0.2f,-0.55f,0.0f}, collar, hips ); - player.mdl.rhip = sinf(vg_time); - player.mdl.rcollar = sinf(vg_time)*0.5f; + player.mdl.rhip = 0.0f;//-1.0f;//sinf(vg_time); + player.mdl.rcollar = 0.0f;//-0.5f;//sinf(vg_time)*0.5f; struct ik_basic *ik_leg_l = &player.mdl.ik_leg_l, *ik_leg_r = &player.mdl.ik_leg_r, @@ -924,97 +1132,31 @@ static void player_animate(void) 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 ); m4x3_copy( mboard, player.mdl.matrices[k_chpart_wheels] ); +#endif } 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 ); +} + +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 ); @@ -1023,9 +1165,16 @@ void vg_render(void) 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 ); + + m4x3_mulv( player.to_world, cam_lerped, 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 = 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 ); @@ -1037,12 +1186,12 @@ void vg_render(void) 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_translate( world_matrix, final ); m4x4f world_4x4; m4x3_expand( world_matrix, world_4x4 ); m4x4_projection( vg_pv, - freecam? 90.0f: 130.0f, + freecam? 90.0f: 120.0f, (float)vg_window_x / (float)vg_window_y, 0.01f, 1000.0f ); m4x4_mul( vg_pv, world_4x4, vg_pv ); @@ -1115,8 +1264,47 @@ void vg_render(void) scene_bind( &world.detail ); scene_draw( &world.detail ); + + + /* 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 ); + +#if 0 + glClear( GL_COLOR_BUFFER_BIT ); +#else + glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT ); +#endif + draw_player(); + /* Draw back in the background */ + glEnable(GL_BLEND); + glDisable(GL_DEPTH_TEST); + glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA); + glBlendEquation(GL_FUNC_ADD); + + SHADER_USE( shader_blit ); + + glUniform1i( SHADER_UNIFORM(shader_blit,"uTexMain"), 0 ); + glActiveTexture(GL_TEXTURE0); + glBindTexture( GL_TEXTURE_2D, render.rgb_background ); + + glBindVertexArray( render.fsquad.vao ); + glDrawArrays( GL_TRIANGLES, 0, 6 ); + + glDisable(GL_BLEND); + + + /* Other shite */ glDisable( GL_DEPTH_TEST ); vg_lines_drawall( (float *)vg_pv );