X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=main.c;h=def609d6c915b063db19fba3a135ea68c810261f;hb=dfee9022b3513fddec36f7ea70867ee5961a44da;hp=0b368990bd907ed5a278f3a0e121a030b43017d7;hpb=fc32ce17923a42f9a0f250e4ab21a08411a41acb;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/main.c b/main.c index 0b36899..def609d 100644 --- a/main.c +++ b/main.c @@ -1,5 +1,4 @@ -#define VG_3D -#include "vg/vg.h" +#include "common.h" /* Resources */ vg_tex2d tex_norwey = { .path = "textures/norway_foliage.qoi" }; @@ -8,113 +7,72 @@ vg_tex2d tex_sky = { .path = "textures/sky.qoi" }; vg_tex2d tex_gradients = { .path = "textures/gradients.qoi", .flags = VG_TEXTURE_CLAMP }; vg_tex2d tex_cement = { .path = "textures/cement512.qoi" }; - -vg_tex2d *texture_list[] = -{ - &tex_norwey, - &tex_gradients, - &tex_grid, - &tex_sky, - &tex_cement -}; +vg_tex2d tex_water = { .path = "textures/water.qoi" }; /* Convars */ -static int freecam = 0; static int debugview = 0; -static int debugsdf = 0; static int sv_debugcam = 0; /* Components */ #include "road.h" #include "scene.h" #include "ik.h" +#include "terrain.h" +#include "character.h" +#include "ragdoll.h" +#include "rigidbody.h" +#include "render.h" +#include "gate.h" +#include "water.h" +#include "world.h" +#include "player.h" + +#include "shaders/blit.h" +#include "shaders/standard.h" +#include "shaders/unlit.h" -int main( int argc, char *argv[] ) -{ - vg_init( argc, argv, "Voyager Game Engine" ); -} - -m4x3f world_matrix; - -static struct gplayer -{ - /* Physics */ - v3f co, v, a; - v4f rot; - float vswitch, slip_last; - - float iY; /* Yaw inertia */ - int in_air; - - /* Input */ - v2f joy_l; - - v3f view; - v2f look_dir; /* TEMP */ - float pitch; - - m4x3f to_world, to_local; - - v3f handl_target, handr_target, - handl, handr; - - glmesh mesh; - submodel legl, - legu, - board, - torso, - wheels, - feet; -} -player; - -static struct gworld +void vg_register(void) { - glmesh skydome; - glmesh cement; - - scene foliage, /* Tree shader */ - geo, /* Std shader, collisions */ - detail; /* Std shader, no collisions */ - - submodel terrain, - terrain_rocks, - terrain_road; + shader_blit_register(); + shader_standard_register(); + shader_unlit_register(); + + terrain_register(); + character_register(); + water_register(); + gate_register(); } -world; -static void player_transform_update(void) +vg_tex2d *texture_list[] = { - q_m3x3( player.rot, player.to_world ); - v3_copy( player.co, player.to_world[3] ); + &tex_norwey, + &tex_gradients, + &tex_grid, + &tex_sky, + &tex_cement, + &tex_water, + &tex_water_surf +}; - v4f inv; - q_inv( player.rot, inv ); - q_m3x3( inv, player.to_local ); - v3_negate( player.co, player.to_local[3] ); +int main( int argc, char *argv[] ) +{ + vg_init( argc, argv, "Voyager Game Engine" ); } -static int reset_player( int argc, char const *argv[] ) +static int playermodel( int argc, char const *argv[] ) { - v3_zero( 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; + if( argc < 1 ) return 0; + + glmesh old_mesh = player.mdl.mesh; - player_transform_update(); - return 0; -} + if( character_load( &player.mdl, argv[0] ) ) + mesh_free( &old_mesh ); -void vg_register(void) -{ - scene_register(); + return 1; } void vg_start(void) { - vg_tex2d_init( texture_list, vg_list_size( texture_list ) ); - vg_convar_push( (struct vg_convar){ .name = "freecam", .data = &freecam, @@ -124,26 +82,34 @@ void vg_start(void) }); vg_convar_push( (struct vg_convar){ - .name = "debugcam", - .data = &sv_debugcam, + .name = "grid", + .data = &walk_grid_iterations, .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, + .name = "walk_speed", + .data = &k_walkspeed, + .data_type = k_convar_dtype_f32, + .opt_f32 = { .clamp = 0 }, + .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 = "debugsdf", - .data = &debugsdf, + .name = "debugview", + .data = &debugview, .data_type = k_convar_dtype_i32, - .opt_i32 = { .min=0, .max=1, .clamp=1 }, + .opt_i32 = { .min=0, .max=1, .clamp=0 }, .persistent = 1 }); @@ -151,685 +117,61 @@ void vg_start(void) .name = "reset", .function = reset_player }); - - v3f lightDir = { 0.1f, 0.8f, 0.2f }; - v3_normalize( lightDir ); - - /* Unpack player */ - model *char_dev = vg_asset_read( "models/char_dev.mdl" ); - model_unpack( char_dev, &player.mesh ); - player.legl = *submodel_get( char_dev, "legl" ); - player.legu = *submodel_get( char_dev, "legu" ); - player.board = *submodel_get( char_dev, "skateboard" ); - player.torso = *submodel_get( char_dev, "torso" ); - player.wheels = *submodel_get( char_dev, "wheels" ); - player.feet = *submodel_get( char_dev, "feet" ); - free(char_dev); - - /* 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 ); - scene_add_model( &world.geo, mworld, submodel_get( mworld, "terrain_rocks" ), - (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 ); + vg_tex2d_init( texture_list, vg_list_size( texture_list ) ); - scene_add_model( &world.detail, mworld, submodel_get( mworld, "art" ), - (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f ); + render_init(); + gate_init(); + terrain_init(); + character_init(); - free( mtest ); - free( mworld ); + character_load( &player.mdl, "ch_default" ); + character_init_ragdoll( &player.mdl ); - scene_compute_occlusion( &world.foliage ); + world_load(); - scene_upload( &world.foliage ); - scene_upload( &world.geo ); - scene_upload( &world.detail ); - - reset_player( 0, NULL ); + reset_player( 1, (const char *[]){ "tutorial" } ); player_transform_update(); } -static float ktimestep = 1.0f/60.0f; - -static void player_freecam(void) -{ - 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 }; - - 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 ); - - 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 ); - - 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 ); -} - -static void apply_gravity( v3f vel, float const timestep ) -{ - v3f gravity = { 0.0f, -9.6f, 0.0f }; - v3_muladds( vel, gravity, timestep, vel ); -} - -static void player_physics_ground(void) -{ - /* - * Getting surface collision points, - * the contact manifold is a triangle for simplicity. - */ - v3f contact_front, contact_back, fwd, fwd1, contact_norm, vup, vside, - axis; - - m3x3_mulv( player.to_world, (v3f){0.0f,0.0f,-1.0f}, fwd ); - m4x3_mulv( player.to_world, (v3f){ 0.15f,0.0f,-1.0f}, contact_norm ); - m4x3_mulv( player.to_world, (v3f){-0.15f,0.0f,-1.0f}, contact_front ); - m4x3_mulv( player.to_world, (v3f){ 0.00f,0.0f, 1.0f}, 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 ); - - int all_contacting = - sample_scene_height( &world.geo, contact_front, NULL ) && - sample_scene_height( &world.geo, contact_back, NULL ) && - sample_scene_height( &world.geo, contact_norm, NULL ); - - if( !all_contacting ) - { - player.in_air = 1; - return; - } - - 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 ); - - vg_line( contact_norm, contact_front, 0xff00ff00 ); - vg_line( contact_back, contact_front, 0xff0000ff ); - - /* Surface alignment */ - float angle = v3_dot( vup, norm ); - v3_cross( vup, norm, axis ); - - if( angle < 0.999f ) - { - v4f correction; - q_axis_angle( correction, axis, acosf(angle) ); - q_mul( correction, player.rot, player.rot ); - } - - float resistance = v3_dot( norm, player.v ); - - if( resistance >= 0.0f ) - { - player.in_air = 1; - return; - } - else - { - v3_muladds( player.v, norm, -resistance, player.v ); - } - - /* This is where velocity integration used to be */ - - float slip = 0.0f; - - player.co[1] = (contact_front[1]+contact_back[1])*0.5f; - - v3f vel; - m3x3_mulv( player.to_local, player.v, vel ); - - /* Calculate local forces */ - - slip = (-vel[0] / vel[2]) * player.vswitch; - if( fabsf( slip ) > 1.2f ) - slip = vg_signf( slip ) * 1.2f; - - - 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; - - float substep = ktimestep * 0.2f; - - for( int i=0; i<5; i++ ) - { - if( fabsf(vel[2]) >= 0.02f*substep ) - vel[2] += vg_signf( vel[2] ) * -0.02f * substep; - if( fabsf(vel[0]) >= 7.0f*substep ) - vel[0] += vg_signf( vel[0] ) * -7.0f * substep; - } - - m3x3_mulv( player.to_world, vel, player.v ); - - 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) * 3.5f * ktimestep; -} - -static void player_physics_air(void) +void vg_free(void) { - v3f ground_pos, ground_norm; - v3_copy( player.co, ground_pos ); - - if( sample_scene_height( &world.geo, ground_pos, ground_norm ) ) - { - if( ground_pos[1] > player.co[1] ) - { - player.in_air = 0; - return; - } - } - - /* Prediction - * - * TODO: Find best landing surface and guide player towords it - */ - float pstep = ktimestep*10.0f; - - v3f pco, pco1, pv; - 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 ); - - v3f sh; - v3_copy( pco, sh ); - int hit = sample_scene_height( &world.geo, sh, targetn ); - - if( sh[1] >= pco[1] && hit ) - { - v3f localup; - m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, localup ); - - float angle = v3_dot( localup, targetn ); - v3f axis; - v3_cross( localup, targetn, axis ); - - if( angle < 0.99f ) - { - v4f correction; - q_axis_angle( correction, axis, acosf(angle)*0.01f ); - q_mul( correction, player.rot, player.rot ); - } - - break; - } - } - - player.iY -= vg_get_axis( "horizontal" ) * 3.6f * ktimestep; -} - -static void player_update(void) -{ - /* temp */ - if( vg_get_axis("grabl")>0.0f) - reset_player(0,NULL); - if( vg_get_button( "forward" ) ) - { - v3f dir = { 0.0f, 0.0f, -1.0f }; - - m3x3_mulv( player.to_world, dir, dir ); - v3_muladds( player.v, dir, 5.0f * ktimestep, player.v ); - } - - - 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( freecam ) - { - player_freecam(); - return; - } - - /* Integrate velocity */ - apply_gravity( player.v, ktimestep ); - v3_muladds( player.co, player.v, ktimestep, player.co ); - - /* Integrate inertia */ - v4f rotate; v3f vup = {0.0f,1.0f,0.0f}; - m3x3_mulv( player.to_world, vup, vup ); - - q_axis_angle( rotate, vup, player.iY ); - 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(); - - if( !player.in_air ) - player_physics_ground(); - - /* Camera and character */ - float kheight = 1.8f, - kleg = 0.6f; - - v3f head; - head[0] = 0.0f; - head[1] = kheight; - head[2] = 0.0f; - - m4x3_mulv( player.to_world, head, head ); - v3_copy( head, player.view ); - - player_transform_update(); - q_normalize(player.rot); + vg_tex2d_free( texture_list, vg_list_size(texture_list) ); } void vg_update(void) { player_update(); - - /* Creating a skeleton of the player dynamically */ - - v2f ac; - - 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_add( momentum, player.a, momentum ); - - v3_lerp( momentum, (v3f){0.0f,0.0f,0.0f}, 0.1f, momentum ); - 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 ); - - /* Head */ -#if 0 - float lslip = fabsf(slip); //vg_minf( 0.4f, slip ); - - static float grab = 0.0f; - float grabt = vg_get_axis( "grabr" )*0.5f+0.5f; - grab = vg_lerpf( grab, grabt, 0.04f ); - - v3f head; - head[0] = 0.0f;//(-sinf(lslip)*0.9f * kheight) * 0.44f; - head[1] = (0.3f + cosf(lslip)*0.5f) * kheight - grab*0.7f; - head[2] = 0.0f; - - v3f offset; - m3x3_mulv( player.to_local, bob, offset ); - offset[0] *= 0.25f; - offset[1] *= -0.25f; - offset[2] *= 0.7f; - v3_muladds( head, offset, 0.7f, head ); - - head[1] = vg_clampf( head[1], 0.3f, 20.0f ); - - 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( slip < 0.0f && 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 - } -static void debug_grid( v3f at ) +static void vg_framebuffer_resize( int w, int h ) { - v3f base; - v3_floor( at, base ); - - 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++ ) - { - vg_line( (v3f){ base[0]+x-8, base[1], base[2]-8 }, - (v3f){ base[0]+x-8, base[1], base[2]+8 }, - 0x40ffffff ); - } -} - -static void draw_player(void) -{ - mesh_bind( &player.mesh ); - float const kleg_upper = 0.53f, - kleg_lower = 0.5f, - karm_ratio = 0.75f, - karm_upper = kleg_upper*karm_ratio, - karm_lower = kleg_lower*karm_ratio; - - /* Create IK targets */ - struct ik_basic ik_leg_l = { .l1 = kleg_upper, .l2 = kleg_lower }, - ik_leg_r = { .l1 = kleg_upper, .l2 = kleg_lower }, - ik_arm_l = { .l1 = karm_upper, .l2 = karm_lower }, - ik_arm_r = { .l1 = karm_upper, .l2 = karm_lower }; - - v3f butt, fwd; - - m4x3_mulv( player.to_world, (v3f){ 0.0f,0.16f,-0.4f }, ik_leg_r.end ); - m4x3_mulv( player.to_world, (v3f){ 0.0f,0.16f, 0.3f }, ik_leg_l.end ); - m4x3_mulv( player.to_world, (v3f){ -0.6f,0.5f,-0.4f }, ik_leg_r.pole ); - m4x3_mulv( player.to_world, (v3f){ -0.6f,0.5f,0.35f }, ik_leg_l.pole ); - - m3x3_mulv( player.to_world, (v3f){ 0.2f,-0.55f,0.0f}, butt ); - v3_add( butt, player.view, butt ); - - m3x3_mulv( player.to_world, (v3f){0.0f,0.0f,-1.0f}, fwd ); - v3_muladds( butt, fwd, 0.1f, ik_leg_r.base ); - v3_muladds( butt, fwd,-0.1f, ik_leg_l.base ); - - /* Compute IK */ - m4x3f mleg_l, mknee_l, mleg_r, mknee_r, mboard; - - ik_basic( &ik_leg_r, mleg_r, mknee_r ); - ik_basic( &ik_leg_l, mleg_l, mknee_l ); - - /* Arms */ - v3f hl, hr, neckl = {0.2f,-0.1f, 0.2f}, - neckr = {0.2f,-0.1f,-0.2f}; - - v3_lerp( player.handl, player.handl_target, 0.04f, player.handl ); - v3_lerp( player.handr, player.handr_target, 0.04f, player.handr ); - - m3x3_mulv( player.to_world, neckl, neckl ); - m3x3_mulv( player.to_world, neckr, neckr ); - - v3_add( player.view, neckl, ik_arm_l.base ); - v3_add( player.view, neckr, ik_arm_r.base ); - m4x3_mulv( player.to_world, player.handl, ik_arm_l.end ); - m4x3_mulv( player.to_world, player.handr, ik_arm_r.end ); - m4x3_mulv( player.to_world, (v3f){ 0.6f,0.7f, 0.4f }, ik_arm_l.pole ); - m4x3_mulv( player.to_world, (v3f){ 0.6f,0.7f,-0.35f }, ik_arm_r.pole ); - - m4x3f marm_l, melbow_l, marm_r, melbow_r; - ik_basic( &ik_arm_l, marm_l, melbow_l ); - ik_basic( &ik_arm_r, marm_r, melbow_r ); - m4x3_scale( marm_l, karm_ratio ); - m4x3_scale( marm_r, karm_ratio ); - m4x3_scale( melbow_l, karm_ratio ); - m4x3_scale( melbow_r, karm_ratio ); - - /* Draw */ - vg_tex2d_bind( &tex_grid, 0 ); - scene_tree_sway = 0.0f; - - mesh_bind( &player.mesh ); - m4x4f mat; - - 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 ); - vg_tex2d_bind( &tex_grid, 0 ); - - GLint kuMdl = SHADER_UNIFORM( shader_standard_lit, "uMdl" ); - - float kscale = 0.7f; - glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), - 0.35f*kscale,0.35f*kscale,0.35f*kscale,1.0f ); - - m4x3_expand( player.to_world, mat ); - glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat ); - 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 ); - glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), - 0.2f*kscale,0.8f*kscale,0.4f*kscale,0.14f ); - - submodel_draw( &player.feet ); - - m4x3_expand( mleg_l, mat ); - glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat ); - submodel_draw( &player.legu ); - - m4x3_expand( mknee_l, mat ); - glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat ); - submodel_draw( &player.legl ); - - m4x3_expand( mleg_r, mat ); - glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat ); - submodel_draw( &player.legu ); - - m4x3_expand( mknee_r, mat ); - glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat ); - submodel_draw( &player.legl ); - - /* arms */ - m4x3_expand( marm_l, mat ); - glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat ); - submodel_draw( &player.legu ); - - m4x3_expand( melbow_l, mat ); - glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat ); - submodel_draw( &player.legl ); - - m4x3_expand( marm_r, mat ); - glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat ); - submodel_draw( &player.legu ); - - m4x3_expand( melbow_r, mat ); - glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat ); - submodel_draw( &player.legl ); - - /* body */ - m4x3f mbutt; - m3x3_copy( player.to_world, mbutt ); - v3_copy( butt, mbutt[3] ); - - m4x3_expand( mbutt, mat ); - glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat ); - submodel_draw( &player.torso ); - - glDisable(GL_BLEND); - glEnable( GL_DEPTH_TEST ); + render_fb_resize(); + gate_fb_resize(); + water_fb_resize(); } 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); - glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); + glClearColor( 0.11f, 0.35f, 0.37f, 1.0f ); + glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT ); - v3f pos_inv; - v3_negate( player.view, pos_inv ); - - float speed = v3_length( player.v ); + 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 look_lerped = {0.0f,0.0f}; - v2_lerp( look_lerped, player.look_dir, 0.03f, look_lerped ); - - m4x3_identity( world_matrix ); - m4x3_rotate_x( world_matrix, - freecam? look_lerped[1]: 0.6f+shake[1]*0.04f+look_lerped[1] ); - - m4x3_rotate_y( world_matrix, look_lerped[0]+shake[0]*0.02f ); - m4x3_translate( world_matrix, pos_inv ); - m4x4f world_4x4; - m4x3_expand( world_matrix, world_4x4 ); + m4x3_expand( player.camera_inverse, world_4x4 ); - m4x4_projection( vg_pv, - freecam? 90.0f: 130.0f, + gpipeline.fov = freecam? 60.0f: 120.0f; /* 120 */ + m4x4_projection( vg_pv, gpipeline.fov, (float)vg_window_x / (float)vg_window_y, - 0.01f, 1000.0f ); + 0.025f, 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 ); @@ -838,102 +180,64 @@ void vg_render(void) glEnable( GL_DEPTH_TEST ); - scene_foliage_shader_use(); - m4x4f temp1; - m4x4_identity( temp1 ); - glUniformMatrix4fv( 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); - m4x4f temp2; - m4x4_identity(temp2); - //m4x4_translate( temp2, player.co ); - glUniformMatrix4fv( 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 ); - - vg_tex2d_bind( &tex_cement, 0 ); - mesh_bind( &world.cement ); - mesh_draw( &world.cement ); - - 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 ); - - glUniformMatrix4fv( SHADER_UNIFORM( shader_standard_lit, "uMdl" ), - 1, GL_FALSE, (float *)temp1 ); - - vg_tex2d_bind( &tex_grid, 0 ); - - scene_bind( &world.geo ); -#if 0 - glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), - 0.2f,0.36f,0.25f,1.0f ); - submodel_draw( &world.terrain ); - - 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.detail ); - scene_draw( &world.detail ); + /* + * Draw world + */ - draw_player(); + render_world( vg_pv, player.camera ); + render_water_texture( player.camera ); - glDisable( GL_DEPTH_TEST ); - vg_lines_drawall( (float *)vg_pv ); + glBindFramebuffer( GL_FRAMEBUFFER, 0 ); + render_water_surface( vg_pv, player.camera ); - /* Debugger camera */ - glViewport( 0,0, 512, 512 ); - glClearColor( 0.1f, 0.0f, 0.2f, 1.0f ); - glClear( GL_DEPTH_BUFFER_BIT ); + vg_tex2d_bind( &tex_water, 1 ); - m4x3_identity( world_matrix ); + for( int i=0; i