X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=main.c;h=def609d6c915b063db19fba3a135ea68c810261f;hb=dfee9022b3513fddec36f7ea70867ee5961a44da;hp=61f0a584dd137bff175213a381b34a64d648c5b4;hpb=7bf2284094c18d0e7de1c8823264bdfa36bc7f2e;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/main.c b/main.c index 61f0a58..def609d 100644 --- a/main.c +++ b/main.c @@ -1,6 +1,4 @@ -#define VG_3D -#define VG_FRAMEBUFFER_RESIZE 1 -#include "vg/vg.h" +#include "common.h" /* Resources */ vg_tex2d tex_norwey = { .path = "textures/norway_foliage.qoi" }; @@ -9,142 +7,56 @@ 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 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; static int debugview = 0; -static int debugsdf = 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 "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, slip_last, - reverse; - - float iY; /* Yaw inertia */ - int in_air; - - /* Input */ - v2f joy_l; - - v3f view; - v2f look_dir; /* TEMP */ - v2f board_xy; - float grab; - float pitch; - - v3f land_target; - v3f land_target_log[12]; - 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 terrain, - terrain_rocks, - terrain_road; -} -world; - -static struct grender -{ - GLuint fb_background, - rgb_background; - - glmesh fsquad; -} -render; - -static void player_transform_update(void) +void vg_register(void) { - q_m3x3( player.rot, player.to_world ); - v3_copy( player.co, player.to_world[3] ); - - m4x3_invert_affine( player.to_world, player.to_local ); + shader_blit_register(); + shader_standard_register(); + shader_unlit_register(); + + terrain_register(); + character_register(); + water_register(); + gate_register(); } -static int reset_player( int argc, char const *argv[] ) +vg_tex2d *texture_list[] = { - 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; + &tex_norwey, + &tex_gradients, + &tex_grid, + &tex_sky, + &tex_cement, + &tex_water, + &tex_water_surf +}; - player_transform_update(); - return 0; +int main( int argc, char *argv[] ) +{ + vg_init( argc, argv, "Voyager Game Engine" ); } static int playermodel( int argc, char const *argv[] ) @@ -159,35 +71,8 @@ static int playermodel( int argc, char const *argv[] ) 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, @@ -197,48 +82,32 @@ 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, - .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, - .data_type = k_convar_dtype_i32, - .opt_i32 = { .min=0, .max=1, .clamp=1 }, - .persistent = 1 - }); - - vg_convar_push( (struct vg_convar){ - .name = "phys", - .data = &sv_phys, - .data_type = k_convar_dtype_i32, - .opt_i32 = { .min=0, .max=1, .clamp=1 }, + .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 = "thirdperson", - .data = &thirdperson, + .name = "debugcam", + .data = &sv_debugcam, .data_type = k_convar_dtype_i32, - .opt_i32 = { .min=0, .max=1, .clamp=1 }, + .opt_i32 = { .min=0, .max=1, .clamp=0 }, .persistent = 1 }); vg_convar_push( (struct vg_convar){ - .name = "div", - .data = &clock_divider, + .name = "debugview", + .data = &debugview, .data_type = k_convar_dtype_i32, .opt_i32 = { .min=0, .max=1, .clamp=0 }, .persistent = 1 @@ -248,712 +117,38 @@ void vg_start(void) .name = "reset", .function = reset_player }); - - v3f lightDir = { 0.1f, 0.8f, 0.2f }; - v3_normalize( lightDir ); - character_load( &player.mdl, "ch_default" ); - - /* Setup scene */ - scene_init( &world.geo ); - model *mworld = vg_asset_read( "models/mp_dev.mdl" ); + vg_tex2d_init( texture_list, vg_list_size( texture_list ) ); - scene_add_model( &world.geo, mworld, submodel_get( mworld, "mp_dev" ), - (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f ); + render_init(); + gate_init(); + terrain_init(); + character_init(); - free( mworld ); - scene_upload( &world.geo ); - bvh_create( &world.geo ); + character_load( &player.mdl, "ch_default" ); + character_init_ragdoll( &player.mdl ); + world_load(); - reset_player( 0, NULL ); + reset_player( 1, (const char *[]){ "tutorial" } ); 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; - -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_start_air(void) -{ - player.in_air = 1; - - 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=0;m<=5; m++ ) - { - float vmod = ((float)m / 5.0f)*0.09f; - - v3f pco, pco1, pv; - v3_copy( player.co, pco ); - v3_copy( player.v, pv ); - - /* - * 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++ ) - { - 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 ); - - 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 ++] ); - break; - } - } - } - - //v3_rotate( player.v, best_velocity_mod, axis, player.v ); - - return; - v3_muls( player.v, best_velocity_mod, player.v ); } -static int sample_if_resistant( v3f pos ) +void vg_free(void) { - v3f ground, norm; - v3_copy( pos, ground ); - - if( bvh_scene_sample( &world.geo, ground, norm ) ) - { - v3f angle; - v3_copy( player.v, angle ); - v3_normalize( angle ); - float resistance = v3_dot( norm, angle ); - - if( resistance < 0.25f ) - { - v3_copy( ground, pos ); - return 1; - } - } - - return 0; -} - -static float stable_force( float current, float diff ) -{ - float new = current + diff; - - 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, 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,-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 ) - { - player_start_air(); - 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_start_air(); - 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 = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]); - if( fabsf( slip ) > 1.2f ) - slip = vg_signf( slip ) * 1.2f; - player.slip = slip; - player.reverse = -vg_signf(vel[2]); - - float substep = ktimestep * 0.2f; - for( int i=0; i<5; i++ ) - { - vel[2] = stable_force( vel[2], vg_signf( vel[2] ) * -0.02f*substep ); - vel[0] = stable_force( 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) * 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); -} - -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 void player_physics_air(void) -{ - /* Debug prediciton */ - - m3x3_mulv( player.vr, player.v, player.v ); - for( int i=0; i 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 ); - - 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 ); - - 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 )) - { - 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 ); - - if( angle < 0.99f ) - { - v4f correction; - q_axis_angle( correction, axis, acosf(angle)*0.05f ); - q_mul( correction, player.rot, player.rot ); - } - - draw_cross( contact.pos, 0xffff0000 ); - - break; - } - } - - player.iY -= vg_get_axis( "horizontal" ) * 3.6f * ktimestep; - - 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 ); -} - -static void player_animate(void); -static void player_update(void) -{ - static int clock = 0; - - clock ++; - if( clock >= clock_divider ) - clock = 0; - else - return; - - /* temp */ - if( freecam ) - { - player_freecam(); - return; - } - - if( vg_get_axis("grabl")>0.0f) - reset_player(0,NULL); - if( vg_get_button( "push" ) ) - { - 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 ); - - /* Integrate velocity */ - if( sv_phys ) - { - 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 ); - - 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] ); - 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 */ - - player_transform_update(); - q_normalize(player.rot); - player_animate(); + vg_tex2d_free( texture_list, vg_list_size(texture_list) ); } void vg_update(void) { player_update(); - bvh_debug( &world.geo, player.co ); -} - -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_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 */ - 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; - - 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, 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 - - - /* - * 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; - - 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 ); - - 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] ); - - - 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; -} - -static void draw_player(void) -{ - /* Draw */ - vg_tex2d_bind( &tex_pallet, 0 ); - - m4x3_copy( player.to_world, player.mdl.mroot ); - character_eval( &player.mdl ); - 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 ); + render_fb_resize(); + gate_fb_resize(); + water_fb_resize(); } void vg_render(void) @@ -962,54 +157,21 @@ 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 ); - glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); - - v3f 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 ); - - 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] }; + glClearColor( 0.11f, 0.35f, 0.37f, 1.0f ); + glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT ); 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? - 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? 60.0f: 120.0f, + m4x3_expand( player.camera_inverse, world_4x4 ); + + 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 ); @@ -1021,47 +183,24 @@ 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 ); + render_world( vg_pv, player.camera ); + render_water_texture( player.camera ); - 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 ); + glBindFramebuffer( GL_FRAMEBUFFER, 0 ); + render_water_surface( vg_pv, player.camera ); - scene_bind( &world.geo ); - scene_draw( &world.geo ); + vg_tex2d_bind( &tex_water, 1 ); - if( !replay_record ) + for( int i=0; i