X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=main.c;h=fffa94b4c39de97d9a5c5a546c7ea9b16d8c0a65;hb=a1a05787ada52089f30c533fb26b745554c07512;hp=b397e2e9ec759a7af26589d5df62ef540ce106c6;hpb=3f59dc191c7792947cd2d3f6588be06933fd49f0;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/main.c b/main.c index b397e2e..fffa94b 100644 --- a/main.c +++ b/main.c @@ -4,26 +4,36 @@ /* Resources */ vg_tex2d tex_norwey = { .path = "textures/norway_foliage.qoi" }; vg_tex2d tex_grid = { .path = "textures/grid.qoi" }; -vg_tex2d tex_road = { .path = "textures/road.qoi" }; +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_road + &tex_sky, + &tex_cement, + &tex_pallet }; /* Convars */ static int freecam = 0; static int debugview = 0; static int debugsdf = 0; -static int debugroad = 0; +static int sv_debugcam = 0; +static int sv_phys = 0; +static int thirdperson = 0; +static int clock_divider = 1; /* Components */ #include "road.h" #include "scene.h" +#include "ik.h" +#include "character.h" int main( int argc, char *argv[] ) { @@ -31,28 +41,95 @@ int main( int argc, char *argv[] ) } m4x3f world_matrix; -v3f player_pos; -v3f player_head; /* Relative to pos */ -v3f player_vel = { 0.0f, 0.0f, -0.2f }; -float player_yaw; -v2f look_dir; -v3f player_accel; - -float waves[128][128]; - -road_patch road_main; -scene test_scene; -scene world_scene; -scene player_scene; -u32 world_terrain_count, - world_road_count; + +static struct gplayer +{ + /* Physics */ + v3f co, v, a; + v4f rot; + float vswitch, slip, slip_last; + + 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; + + /* 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; +} +player; + +static struct gworld +{ + glmesh skydome; + glmesh cement; + + scene foliage, /* Tree shader */ + geo, /* Std shader, collisions */ + detail; /* Std shader, no collisions */ + + submodel terrain, + terrain_rocks, + terrain_road; +} +world; + +static void player_transform_update(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 ); +} static int reset_player( int argc, char const *argv[] ) { - v3_zero( player_pos ); - v3_copy( (v3f){ 0.0f, 0.0f, -0.2f }, player_vel ); - player_yaw = 0.0f; + 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; + player_transform_update(); return 0; } @@ -63,22 +140,8 @@ void vg_register(void) void vg_start(void) { - for( int y=0; y<128; y++ ) - { - for( int x=0; x<128; x++ ) - { - v2f pos = {x,y}; - - waves[x][y] = sinf( pos[0] * 0.1f ) * - cosf( pos[1] * 0.3f ) * 5.0f + x*-0.2f; - } - } - vg_tex2d_init( texture_list, vg_list_size( texture_list ) ); - road_patch_init( &road_main ); - road_generate( &road_main ); - vg_convar_push( (struct vg_convar){ .name = "freecam", .data = &freecam, @@ -87,6 +150,14 @@ void vg_start(void) .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 = "debugview", .data = &debugview, @@ -104,13 +175,29 @@ void vg_start(void) }); vg_convar_push( (struct vg_convar){ - .name = "debugroad", - .data = &debugroad, + .name = "phys", + .data = &sv_phys, + .data_type = k_convar_dtype_i32, + .opt_i32 = { .min=0, .max=1, .clamp=1 }, + .persistent = 1 + }); + + vg_convar_push( (struct vg_convar){ + .name = "thirdperson", + .data = &thirdperson, .data_type = k_convar_dtype_i32, .opt_i32 = { .min=0, .max=1, .clamp=1 }, .persistent = 1 }); + vg_convar_push( (struct vg_convar){ + .name = "div", + .data = &clock_divider, + .data_type = k_convar_dtype_i32, + .opt_i32 = { .min=0, .max=1, .clamp=0 }, + .persistent = 1 + }); + vg_function_push( (struct vg_cmd){ .name = "reset", .function = reset_player @@ -118,422 +205,812 @@ void vg_start(void) v3f lightDir = { 0.1f, 0.8f, 0.2f }; v3_normalize( lightDir ); + + character_load( &player.mdl, "ch_default" ); - scene_init( &world_scene ); - scene_init( &test_scene ); - scene_init( &player_scene ); - model *world = vg_asset_read( "models/free_dev.mdl" ); - model *test = vg_asset_read( "models/test.mdl" ); - model *char_dev = vg_asset_read( "models/char_dev.mdl" ); - scene_add_model( &player_scene, char_dev, - submodel_get( char_dev, "joint" ), - (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f ); - 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" ); - scene_add_model( &world_scene, world, - submodel_get( world, "terrain" ), + 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 ); - int id_tree = submodel_get( test, "tree" ), - id_groundcover[] = + 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( test, "bush" ), - submodel_get( test, "grass" ), - submodel_get( test, "blubber" ), - submodel_get( test, "blubber" ), - submodel_get( test, "blubber" ), - submodel_get( test, "grassthin" ) + submodel_get( mtest, "bush" ), + submodel_get( mtest, "bush" ), + submodel_get( mtest, "blubber" ), }; /* Sprinkle some trees in the terrain areas */ v3f range; - v3_sub( world_scene.bbx[1], world_scene.bbx[0], 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<8000; i++ ) + 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 ); + } + } + } - pos[0] = vg_randf(); - pos[1] = 0.0f; - pos[2] = vg_randf(); - v3_muladd( world_scene.bbx[0], pos, range, pos ); + 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 ); + } } } - world_terrain_count = world_scene.indice_count; + 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 ); - scene_add_model( &world_scene, world, - submodel_get( world, "road" ), + scene_add_model( &world.detail, mworld, submodel_get( mworld, "art" ), (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f ); - world_road_count = world_scene.indice_count-world_terrain_count; - free( test ); - free( world ); + free( mtest ); + free( mworld ); -#if 0 - scene_compute_occlusion( &test_scene ); - scene_shadow_gradient( &test_scene, 1, 0.0f, 1.0f ); - scene_shadow_sphere( &test_scene, (v3f){ 0.0f,4.0f,0.0f}, - (v4f){1.0f, 2.0f, 0.0f, 0.0f}, lightDir ); -#endif + scene_compute_occlusion( &world.foliage ); - scene_upload( &player_scene ); - scene_upload( &world_scene ); - scene_upload( &test_scene ); + scene_upload( &world.foliage ); + scene_upload( &world.geo ); + scene_upload( &world.detail ); + + reset_player( 0, NULL ); + player_transform_update(); } -static float sample_terrain( v3f pos ) +static float ktimestep = 1.0f/60.0f; + +static void player_freecam(void) { - v3f local; - v3_muls( pos, 0.1f, local ); + 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 }; - v2i ico = { local[0], local[2] }; - for( int i=0; i<2; i++ ) + if( vg_get_button_down( "primary" ) ) + v2_copy( vg_mouse, mouse_last ); + else if( vg_get_button( "primary" ) ) { - if( ico[i] < 0 ) ico[i] = 0; - if( ico[i] > 126 ) ico[i] = 126; + 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 ); - float hse = waves[ico[0]+1][ico[1]], - hsw = waves[ico[0]][ico[1]], - hne = waves[ico[0]+1][ico[1]+1], - hnw = waves[ico[0]][ico[1]+1]; + 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 ); - v3f subcoord; - v3_floor( local, subcoord ); - v3_sub( local, subcoord, subcoord ); + v3_muls( move_vel, 0.75f, move_vel ); + v3_add( move_vel, player.view, player.view ); - float hs = vg_lerpf( hse, hsw, 1.0f-subcoord[0] ), - hn = vg_lerpf( hne, hnw, 1.0f-subcoord[0] ), - sampleh = vg_lerpf( hs, hn, subcoord[2] ); - - return sampleh*10.0f; } -static void draw_terrain(void) +static void apply_gravity( v3f vel, float const timestep ) { - float sf = 10.0f; + v3f gravity = { 0.0f, -9.6f, 0.0f }; + v3_muladds( vel, gravity, timestep, vel ); +} - /* Draw waves - */ - for( int y=0; y<63; y++ ) - { - for( int x=0; x<63; x++ ) - { - v2i pos = {x*2,y*2}; - vg_line( (v3f){ pos[0]*sf, waves[pos[0]][pos[1]]*sf, pos[1]*sf }, - (v3f){ (pos[0]+2)*sf, waves[pos[0]+2][pos[1]]*sf, pos[1]*sf }, - 0xa0ffffff ); - - vg_line( (v3f){ pos[1]*sf, waves[pos[1]][pos[0]]*sf, pos[0]*sf }, - (v3f){ pos[1]*sf, waves[pos[1]][pos[0]+2]*sf, (pos[0]+2)*sf }, - 0xa0ffffff ); - } - } +static void player_start_air(void) +{ + player.in_air = 1; -} + float pstep = ktimestep*10.0f; -v3f head, butt, knee_r, knee_l, foot_r, foot_l, hand_r, hand_l, - shoulder_r, shoulder_l; + float best_velocity_mod = 0.0f, + best_velocity_delta = -9999.9f; + v3f targetn; -void vg_update(void) -{ - float timestep = 1.0f/60.0f; + 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 ); - if( freecam ) + for( int m=0;m<=5; m++ ) { - m4x3f cam_rot; - m4x3_identity( cam_rot ); - m4x3_rotate_y( cam_rot, -look_dir[0] ); - m4x3_rotate_x( cam_rot, -look_dir[1] ); + float vmod = ((float)m / 5.0f)*0.15f; - 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 }; + v3f pco, pco1, pv; + v3_copy( player.co, pco ); + v3_copy( player.v, pv ); - if( vg_get_button_down( "primary" ) ) + /* + * 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++ ) { - v2_copy( vg_mouse, mouse_last ); + v3_copy( pco, pco1 ); + apply_gravity( pv, pstep ); + + 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 ); + + if( sh[1] >= pco[1] && hit ) + { + float land_delta = v3_dot( pv, targetn ); + + 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 ); + + 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 ++] ); + break; + } } - 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, look_dir, look_dir ); - look_dir[1] = vg_clampf( look_dir[1], -VG_PIf*0.5f, VG_PIf*0.5f ); - - if( vg_get_button( "forward" ) ) - v3_muladds( move_vel, lookdir, timestep * movespeed, move_vel ); - if( vg_get_button( "back" ) ) - v3_muladds( move_vel, lookdir, timestep *-movespeed, move_vel ); - if( vg_get_button( "left" ) ) - v3_muladds( move_vel, sidedir, timestep *-movespeed, move_vel ); - if( vg_get_button( "right" ) ) - v3_muladds( move_vel, sidedir, timestep * movespeed, move_vel ); - - v3_muls( move_vel, 0.75f, move_vel ); - v3_add( move_vel, player_head, player_head ); + //v3_rotate( player.v, best_velocity_mod, axis, player.v ); + + return; + v3_muls( player.v, best_velocity_mod, player.v ); +} - return; - } +static int sample_if_resistant( v3f pos ) +{ + v3f ground, norm; + v3_copy( pos, ground ); - if( vg_get_button( "forward" ) ) + if( sample_scene_height( &world.geo, ground, norm ) ) { - v3f accel = { sinf( player_yaw ), 0.0f, -cosf( player_yaw ) }; - v3_muladds( player_vel, accel, 5.0f * timestep, player_vel ); - } - - m4x3f player_transform, - world_to_local, local_to_world; + v3f angle; + v3_copy( player.v, angle ); + v3_normalize( angle ); + float resistance = v3_dot( norm, angle ); - m4x3_identity( player_transform ); - m4x3_translate( player_transform, player_pos ); - m4x3_rotate_y( player_transform, -player_yaw ); + if( resistance < 0.25f ) + { + v3_copy( ground, pos ); + return 1; + } + } - m4x3_identity( world_to_local ); - m4x3_rotate_y( world_to_local, player_yaw ); - - m4x3_identity( local_to_world ); - m4x3_rotate_y( local_to_world, -player_yaw ); + return 0; +} - /* Get front and back contact points */ - v3f contact_front, contact_back, fwd, fwd1, contact_norm; +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; - m4x3_mulv( local_to_world, (v3f){0.0f,0.0f,-1.0f}, fwd ); - m4x3_mulv( local_to_world, (v3f){0.03f,0.0f,-1.0f}, fwd1 ); + 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 ); + 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 ); - v3_muladds( player_pos, fwd, 1.0f, contact_front ); - v3_muladds( player_pos, fwd,-1.0f, contact_back ); - v3_muladds( player_pos, fwd1, 1.0f, contact_norm ); + v3f cn0, cn1, cn2; -#if 0 - road_patch_setplayer( &road_main, player_pos ); - sample_road_height( &road_main, contact_front ); - sample_road_height( &road_main, contact_back ); -#else - sample_scene_height( &world_scene, contact_front ); - sample_scene_height( &world_scene, contact_back ); - sample_scene_height( &world_scene, contact_norm ); -#endif + 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_back, contact_norm, v0 ); - v3_sub( contact_front, contact_norm, v1 ); + v3_sub( contact_norm, contact_front, v0 ); + v3_sub( contact_back, contact_front, v1 ); v3_cross( v1, v0, norm ); v3_normalize( norm ); - v3f gravity = { 0.0f, -9.6f, 0.0f }; - v3_muladds( player_vel, gravity, timestep, player_vel ); - - v3f ground_pos; - v3_copy( player_pos, ground_pos ); - sample_scene_height( &world_scene, ground_pos ); + vg_line( contact_norm, contact_front, 0xff00ff00 ); + vg_line( contact_back, contact_front, 0xff0000ff ); - static int in_air = 1; + /* Surface alignment */ + float angle = v3_dot( vup, norm ); + v3_cross( vup, norm, axis ); - if( in_air ) + if( angle < 0.999f ) { - if( ground_pos[1] > player_pos[1] ) - in_air = 0; + v4f correction; + q_axis_angle( correction, axis, acosf(angle) ); + q_mul( correction, player.rot, player.rot ); } - if( !in_air ) - { - float resistance = v3_dot( norm, player_vel ); + float resistance = v3_dot( norm, player.v ); - if( resistance >= 0.0f ) - in_air = 1; - else - { - v3_muladds( player_vel, norm, -resistance, player_vel ); - } + if( resistance >= 0.0f ) + { + player_start_air(); + return; } - - /* vg_info( "%.3f | %.3f\n", player_vel[1], resistance ); */ - v3_muladds( player_pos, player_vel, timestep, player_pos ); - - float slip = 0.0f; - - if( !in_air ) + else { - player_pos[1] = (contact_front[1]+contact_back[1])*0.5f; - - vg_line( player_pos, contact_front, 0xff00ffff ); - vg_line( player_pos, contact_back, 0xff00ffa0 ); + v3_muladds( player.v, norm, -resistance, player.v ); + } + + /* This is where velocity integration used to be */ - /* Create the 'travel' vector */ - v3f travel; - v3_sub( contact_front, contact_back, travel ); - v3_normalize( travel ); + float slip = 0.0f; - /* Apply gravity */ -#if 0 - float gravity_conversion = -v3_dot( travel, gravity ); - vel[2] += gravity_conversion * substep; -#endif + player.co[1] = (contact_front[1]+contact_back[1])*0.5f; - /* Get localized (rotated) rigidbody forces - * -z - * ^ - * -|- - * | - * +z - */ - v3f vel; - m4x3_mulv( world_to_local, player_vel, vel ); + m3x3_mulv( player.to_local, player.v, vel ); /* Calculate local forces */ - slip = -vel[0] / vel[2]; - float substep = timestep * 0.2f; + slip = (-vel[0] / vel[2]) * player.vswitch; 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 + + 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]) >= 6.0f*substep ) - vel[0] += vg_signf( vel[0] ) * -6.0f * substep; + if( fabsf(vel[0]) >= 7.0f*substep ) + vel[0] += vg_signf( vel[0] ) * -7.0f * substep; } - m4x3_mulv( local_to_world, vel, player_vel ); + m3x3_mulv( player.to_world, vel, player.v ); if( vg_get_button( "yawl" ) ) - player_yaw -= 1.6f * timestep; + player.iY += 3.6f * ktimestep; if( vg_get_button( "yawr" ) ) - player_yaw += 1.6f * timestep; + player.iY -= 3.6f * ktimestep; + + float steer = vg_get_axis( "horizontal" ); + player.iY -= vg_signf(steer)*powf(steer,2.0f) * 1.5f * ktimestep; +} - player_yaw += vg_get_axis( "horizontal" ) * 1.6f * timestep; +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 ); + + 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)*0.05f ); + q_mul( correction, player.rot, player.rot ); + } + + draw_cross( sh, 0xffff0000 ); + + break; + } + } + + player.iY -= vg_get_axis( "horizontal" ) * 3.6f * ktimestep; +} + +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_yaw += vg_get_axis( "horizontal" ) * 3.6f * timestep; - look_dir[0] = player_yaw; + 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 ); - look_dir[0] = atan2f( player_vel[0], -player_vel[2] ); + 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 */ + + player_transform_update(); + q_normalize(player.rot); + player_animate(); +} + +void vg_update(void) +{ + player_update(); + /* Creating a skeleton of the player dynamically */ - float kheight = 1.8f, - kleg = 0.6f; - v2f ac; + #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 +} + +static void player_animate(void) +{ + /* Camera position */ static v3f last_vel = { 0.0f, 0.0f, 0.0f }; - static v3f bob, bob1; + static v3f momentum, bob; - v3_sub( player_vel, last_vel, player_accel ); - v3_copy( player_vel, last_vel ); - v3_add( bob, player_accel, bob ); + v3_sub( player.v, last_vel, player.a ); + v3_copy( player.v, last_vel ); - bob[0] = vg_clampf( bob[0], -0.4f, 1.0f ); - bob[1] = vg_clampf( bob[1], -0.4f, 1.3f ); - bob[2] = vg_clampf( bob[2], -0.4f, 1.0f ); - - v3_lerp( bob, (v3f){ 0.0f, 0.0f, 0.0f }, 0.1f, bob ); - v3_lerp( bob1, bob, 0.1f, bob1 ); + v3_add( momentum, player.a, momentum ); + v3_lerp( momentum, (v3f){0.0f,0.0f,0.0f}, 0.1f, momentum ); + v3f target; - /* Feet */ - foot_r[0] = 0.0f; - foot_r[1] = 0.0f; - foot_r[2] = 0.3f; + 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 ); - foot_l[0] = 0.0f; - foot_l[1] = 0.0f; - foot_l[2] = -0.3f; - /* Head */ - head[0] = (-sinf(slip)*0.9f * kheight + bob1[0]*0.6f) * 0.54f; - head[1] = cosf(slip)*0.9f * kheight +-bob1[1]*1.4f; - head[2] = 0.0f; - - /* Hips */ - butt[0] = -sinf(slip)*0.2f; - butt[1] = cosf(slip); - butt[2] = 0.0f; - v2_normalize(butt); - v2_muls( butt, -0.7f, butt ); - v2_add( head, butt, butt ); - - /* Knees */ - v2_sub( butt, (v2f){0.0f,0.0f}, ac ); - float cl = v2_length( ac ), - d = acosf( (2.0f * kleg*kleg - cl*cl) / 2.0f * kleg*kleg ), - x = atan2f( ac[0], ac[1] ), - ad = (-VG_PIf-d)/2.0f; - - v2_muladds( (v2f){0.0f,0.0f}, - (v2f){ sinf( ad+x ), cosf( ad + x ) }, - kleg, knee_l ); - knee_l[2] = -0.3f; - - v2_copy( knee_l, knee_r ); - knee_r[2] = 0.3f; - - /* shoulders */ - v3_add( (v3f){0.0f,-0.1f,-0.2f}, head, shoulder_r ); - - /* Hands */ - hand_r[0] = sinf( slip ) * 0.1f; - hand_r[1] = -cosf( slip*5.0f ) * 0.5f - 0.5f; - hand_r[2] = -sinf( fabsf(slip) * 2.4f ); - v3_add( shoulder_r, hand_r, hand_r ); - - m4x3_mulv( player_transform, head, head ); - m4x3_mulv( player_transform, butt, butt ); - m4x3_mulv( player_transform, knee_l, knee_l ); - m4x3_mulv( player_transform, knee_r, knee_r ); - m4x3_mulv( player_transform, foot_l, foot_l ); - m4x3_mulv( player_transform, foot_r, foot_r ); - m4x3_mulv( player_transform, hand_r, hand_r ); - m4x3_mulv( player_transform, shoulder_r, shoulder_r ); - - v3_copy( head, player_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 ); + + v3_copy( head, player.view ); + + /* New board transformation */ + v4f board_rotation; v3f board_location; -} + /* TODO: Move this out of animate into update */ + v2_lerp( player.board_xy, (v2f){ vg_get_axis("h1"), vg_get_axis("v1") }, + ktimestep*3.0f, player.board_xy ); + + 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] ); -static void debug_grid( v3f at ) -{ - v3f base; - v3_floor( at, base ); + /* 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; + + player.handl_target[0] = 0.0f; + player.handl_target[1] = 0.0f; + player.handl_target[2] = 0.6f; + + player.handr_target[0] = 0.0f; + player.handr_target[1] = 0.0f; + player.handr_target[2] = -0.6f; + + if( 1||player.in_air ) + { + float tuck = player.board_xy[1], + tuck_amt = fabsf( tuck ) * (1.0f-fabsf(player.board_xy[0])); + + 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; - for( int y=0; y<16; y++ ) + if( player.grab > 0.1f ) + { + m4x3_mulv( mboard, (v3f){0.1f,0.14f,-0.6f}, + player.handr_target ); + } + } + } + else { - 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++ ) + + 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 ) { - vg_line( (v3f){ base[0]+x-8, base[1], base[2]-8 }, - (v3f){ base[0]+x-8, base[1], base[2]+8 }, - 0x40ffffff ); + 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 ); + + m4x3_copy( mboard, player.mdl.matrices[k_chpart_wheels] ); +} + +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 ); } void vg_render(void) @@ -542,127 +1019,150 @@ void vg_render(void) 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 ); v3f pos_inv; - v3_negate( player_head, pos_inv ); + m4x3_mulv( player.to_world, player.view, pos_inv ); + v3_negate( pos_inv, pos_inv ); - float speed = v3_length( player_vel ); + 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 ); m4x3_identity( world_matrix ); - m4x3_rotate_x( world_matrix, freecam? look_dir[1]: 0.3f+shake[1]*0.04f ); - m4x3_rotate_y( world_matrix, look_dir[0]+shake[0]*0.02f ); + m4x3_rotate_x( world_matrix, + freecam? + player.look_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 ); m4x4f world_4x4; m4x3_expand( world_matrix, world_4x4 ); - m4x4_projection( vg_pv, freecam? 90.0f: 130.0f, (float)vg_window_x / (float)vg_window_y, 0.01f, 1000.0f ); m4x4_mul( vg_pv, world_4x4, vg_pv ); - if( debugroad ) - draw_road_patch_dev( &road_main ); - vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 1.0f, 0.0f, 0.0f }, 0xffff0000 ); vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 1.0f, 0.0f }, 0xff00ff00 ); vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 0.0f, 1.0f }, 0xff0000ff ); - v3f board_fwd = { -sinf( player_yaw ), 0.0f, cosf( player_yaw ) }; - v3f board_side = { -board_fwd[2], 0.0f, board_fwd[0] }; - v3f bnw, bne, bse, bsw; + glEnable( GL_DEPTH_TEST ); - v3_muladds( player_pos, board_fwd, 0.75f, bnw ); - v3_muladds( player_pos, board_fwd, -0.75f, bsw ); - v3_muladds( bnw, board_side, 0.1f, bne ); - v3_muladds( bnw, board_side, -0.1f, bnw ); - v3_muladds( bsw, board_side, 0.1f, bse ); - v3_muladds( bsw, board_side, -0.1f, bsw ); - - vg_line( bnw, bne, 0xff00ff00 ); - vg_line( bne, bse, 0xff00ff00 ); - vg_line( bse, bsw, 0xff00ff00 ); - vg_line( bsw, bnw, 0xff00ff00 ); + scene_foliage_shader_use(); + m4x3f temp1; + m4x3_identity( temp1 ); + glUniformMatrix4x3fv( SHADER_UNIFORM( shader_debug_vcol, "uMdl" ), + 1, GL_FALSE, (float *)temp1 ); - glEnable( GL_DEPTH_TEST ); + vg_tex2d_bind( &tex_norwey, 0 ); + scene_tree_sway = 0.1f; - v3f leg_dr, leg_dl, leg_ar, leg_al; + 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 ); - v3_sub( foot_l, butt, leg_dl ); - v3_sub( foot_r, butt, leg_dr ); - leg_dl[1] = 0.0f; - leg_dr[1] = 0.0f; - v3_normalize( leg_dl ); - v3_normalize( leg_dr ); + glUniform1i( SHADER_UNIFORM( shader_unlit, "uTexMain" ), 0 ); + vg_tex2d_bind( &tex_sky, 0 ); - v3f v0; - v3_sub( butt, knee_l, v0 ); - float leg_pl = atan2f( v0[1], v3_dot( v0, leg_dl ) ); + mesh_bind( &world.skydome ); + mesh_draw( &world.skydome ); - v3_sub( knee_l, foot_l, v0 ); - float knee_pl = atan2f( v0[1], v3_dot( v0, leg_dl ) ); +#if 0 + vg_tex2d_bind( &tex_cement, 0 ); + mesh_bind( &world.cement ); + mesh_draw( &world.cement ); +#endif - float leg_yl = -atan2f( leg_dl[2], leg_dl[0] ), - leg_yr = atan2f( leg_dr[2], leg_dr[0] ); + SHADER_USE(shader_standard_lit); - SHADER_USE( shader_debug_vcol ); - m4x3f temp; - m4x4f temp1; + 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 ); vg_tex2d_bind( &tex_grid, 0 ); - scene_tree_sway = 0.0f; - - vg_line( head, butt, 0xff0000ff ); - vg_line( butt, knee_l, 0xff0000ff ); - vg_line( butt, knee_r, 0xff0000ff ); - vg_line( foot_l, knee_l, 0xff00a0ff ); - vg_line( foot_r, knee_r, 0xff00a0ff ); - vg_line( head, shoulder_r, 0xa0ff00ff ); - vg_line( shoulder_r, hand_r, 0xffff00ff ); - m4x3_identity( temp ); - - m4x3_translate( temp, knee_l ); - m4x3_rotate_x( temp, knee_pl ); - m4x3_rotate_y( temp, leg_yl ); - - m4x3_expand( temp, temp1 ); - glUniformMatrix4fv( SHADER_UNIFORM( shader_debug_vcol, "uMdl" ), - 1, GL_FALSE, (float *)temp1 ); - scene_draw( &player_scene, -1, 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 ); + + 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 - m4x3_identity( temp ); - m4x3_expand( temp, temp1 ); - glUniformMatrix4fv( SHADER_UNIFORM( shader_debug_vcol, "uMdl" ), - 1, GL_FALSE, (float *)temp1 ); + scene_bind( &world.detail ); + scene_draw( &world.detail ); - vg_tex2d_bind( &tex_norwey, 0 ); - scene_tree_sway = 0.1f; - scene_draw( &test_scene, -1, 0 ); + draw_player(); - vg_tex2d_bind( &tex_grid, 0 ); - scene_tree_sway = 0.0f; - scene_draw( &world_scene, world_terrain_count, 0 ); + glDisable( GL_DEPTH_TEST ); + vg_lines_drawall( (float *)vg_pv ); + + /* Debugger camera */ + glViewport( 0,0, 800, 800 ); + glClearColor( 0.1f, 0.0f, 0.2f, 1.0f ); + glClear( GL_DEPTH_BUFFER_BIT ); + + m4x3_identity( world_matrix ); + + v3f debugcam; + v3_negate( player.co, debugcam ); + debugcam[2] -= 2.0f; + debugcam[1] -= 0.7f; + + m4x3_translate( world_matrix, debugcam ); + m4x3_expand( world_matrix, world_4x4 ); + + m4x4_projection( vg_pv, + 100.0f, + (float)128.0f / (float)128.0f, + 0.01f, 1000.0f ); + m4x4_mul( vg_pv, world_4x4, vg_pv ); - vg_tex2d_bind( &tex_road, 0 ); - scene_draw( &world_scene, world_road_count, world_terrain_count ); + if(sv_debugcam) + { + glEnable( GL_DEPTH_TEST ); + + draw_player(); + } glDisable( GL_DEPTH_TEST ); + vg_lines_drawall( (float *)vg_pv ); + + glViewport( 0,0, vg_window_x, vg_window_y ); } void vg_ui(void) { char buf[20]; - snprintf( buf, 20, "%.2fm/s", v3_length( player_vel ) ); + snprintf( buf, 20, "%.2fm/s", v3_length( player.v ) ); gui_text( (ui_px [2]){ 0, 0 }, buf, 1, k_text_align_left ); snprintf( buf, 20, "%.2f %.2f %.2f m/s", - player_accel[0], player_accel[1], player_accel[2] ); + player.a[0], player.a[1], player.a[2] ); gui_text( (ui_px [2]){ 0, 20 }, buf, 1, k_text_align_left );