X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player.c;h=b804ed14b23e71aadd9ac65d449d4332e5abaf47;hb=6b9993651343af73bd48e2213910bbaadb41edaf;hp=c898e6d83958eaf4315bf3de3a92f828c6fd336b;hpb=b06394c241991d85211af98ed0a7f4d730fa13d4;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player.c b/player.c index c898e6d..b804ed1 100644 --- a/player.c +++ b/player.c @@ -5,6 +5,35 @@ #include "camera.h" #include "player_model.h" +VG_STATIC int localplayer_cmd_respawn( int argc, const char *argv[] ) +{ + ent_spawn *rp = NULL, *r; + world_instance *world = localplayer.viewable_world; + + if( argc == 1 ){ + rp = world_find_spawn_by_name( world, argv[0] ); + } + else if( argc == 0 ){ + rp = world_find_closest_spawn( world, localplayer.rb.co ); + } + + if( !rp ) + return 0; + + player__spawn( &localplayer, rp ); + return 1; +} + +VG_STATIC void player_init(void) +{ + for( u32 i=0; iinput_use = vg_create_named_input( "use", k_input_type_button ); inst->input_reset= vg_create_named_input( "reset", k_input_type_button ); inst->input_camera=vg_create_named_input( "camera", k_input_type_button ); + inst->input_trick0=vg_create_named_input( "trick0", k_input_type_button ); + inst->input_trick1=vg_create_named_input( "trick1", k_input_type_button ); + inst->input_trick2=vg_create_named_input( "trick2", k_input_type_button ); const char *default_cfg[] = { @@ -61,6 +93,12 @@ void player__create( player_instance *inst ) "bind jump space", "bind jump gp-a", + "bind trick0 mouse1", + "bind trick0 gp-a", + "bind trick1 mouse2", + "bind trick1 gp-b", + "bind trick2 gp-x", /* keyboard: m0 + m1 */ + "bind push gp-b", "bind push w", @@ -79,7 +117,8 @@ void player__create( player_instance *inst ) "bind use gp-y", "bind use e", - "bind camera c" + "bind camera c", + "bind camera gp-rb" }; for( int i=0; irb.q ); m4x3_identity( inst->rb.to_world ); m4x3_identity( inst->rb.to_local ); + + inst->rewind_length = 0; + inst->rewind_buffer = + vg_linear_alloc( vg_mem.rtmemory, + sizeof(struct rewind_frame) * PLAYER_REWIND_FRAMES ); + } /* @@ -118,19 +163,86 @@ void player__use_texture( player_instance *player, vg_tex2d *tex ) PLAYER_API void player__bind( player_instance *player ) { - player__skate_bind( player ); - player__walk_bind( player ); + for( u32 i=0; irewind_length < PLAYER_REWIND_FRAMES ){ + struct rewind_frame *fr = + &player->rewind_buffer[ player->rewind_length ++ ]; + + v2_copy( player->cam.angles, fr->ang ); + v3_copy( player->cam.pos, fr->pos ); + + if( player->rewind_length >= 2 ){ + player->rewind_total_length += + v3_dist( player->rewind_buffer[player->rewind_length-1].pos, + player->rewind_buffer[player->rewind_length-2].pos ); + } + } +} + PLAYER_API void player__pre_update( player_instance *player ) { - if( vg_input_button_down( player->input_camera ) ) - { + if( player->rewinding ){ + return; + } + + if( vg_input_button_down( player->input_reset ) ){ + double delta = world_global.time - world_global.last_use; + + if( (delta <= RESET_MAX_TIME) && (world_global.last_use != 0.0) ){ + player->rewinding = 1; + player->rewind_sound_wait = 1; + player->rewind_time = (double)player->rewind_length - 0.0001; + player_save_rewind_frame( player ); + + audio_lock(); + audio_oneshot( &audio_rewind[0], 1.0f, 0.0f ); + audio_unlock(); + + /* based on testing. DONT CHANGE! + * + * time taken: y = (x^(4/5)) * 74.5 + * inverse : x = (2/149)^(4/5) * y^(4/5) + */ + + float constant = powf( 2.0f/149.0f, 4.0f/5.0f ), + curve = powf( player->rewind_total_length, 4.0f/5.0f ); + + player->rewind_predicted_time = constant * curve; + player->rewind_start = vg.time; + player->subsystem = player->subsystem_gate; + player->rb = player->rb_gate_storage; + v3_copy( player->angles_storage, player->angles ); + + if( _player_restore[ player->subsystem ] ) + _player_restore[ player->subsystem ]( player ); + } + else{ + if( player->subsystem == k_player_subsystem_dead ){ + localplayer_cmd_respawn( 0, NULL ); + } + else{ + /* cant do that */ + audio_lock(); + audio_oneshot( &audio_rewind[4], 1.0f, 0.0f ); + audio_unlock(); + } + } + } + + if( vg_input_button_down( player->input_camera ) ){ if( player->camera_mode == k_cam_firstperson ) player->camera_mode = k_cam_thirdperson; else @@ -144,6 +256,9 @@ void player__pre_update( player_instance *player ) PLAYER_API void player__update( player_instance *player ) { + if( player->rewinding ) + return; + if( _player_update[ player->subsystem ] ) _player_update[ player->subsystem ]( player ); } @@ -151,8 +266,20 @@ void player__update( player_instance *player ) PLAYER_API void player__post_update( player_instance *player ) { + if( player->rewinding ) + return; + if( _player_post_update[ player->subsystem ] ) _player_post_update[ player->subsystem ]( player ); + + if((player->subsystem != k_player_subsystem_dead) && !player->gate_waiting){ + player->rewind_accum += vg.frame_delta; + + if( player->rewind_accum > 0.25f ){ + player->rewind_accum -= 0.25f; + player_save_rewind_frame( player ); + } + } } VG_STATIC void player_apply_transport_to_cam( m4x3f transport ) @@ -167,10 +294,19 @@ VG_STATIC void player_apply_transport_to_cam( m4x3f transport ) m4x3_expand( transport_i, transport_4 ); m4x4_mul( main_camera.mtx.pv, transport_4, main_camera.mtx.pv ); m4x4_mul( main_camera.mtx.v, transport_4, main_camera.mtx.v ); + + /* we want the regular transform here no the inversion */ + m4x3_expand( transport, transport_4 ); + m4x4_mul( gate_camera.mtx.pv, transport_4, gate_camera.mtx.pv ); + m4x4_mul( gate_camera.mtx.v, transport_4, gate_camera.mtx.v ); } -VG_STATIC void gate_rotate_angles( teleport_gate *gate, v3f angles, v3f d ) +__attribute__ ((deprecated)) +VG_STATIC void gate_rotate_angles( ent_gate *gate, v3f angles, v3f d ) { + v3_copy( angles, d ); + return; + v3f fwd_dir = { cosf(angles[0]), 0.0f, sinf(angles[0])}; @@ -184,36 +320,64 @@ VG_STATIC void gate_rotate_angles( teleport_gate *gate, v3f angles, v3f d ) * Applies gate transport to a player_interface */ PLAYER_API -void player__pass_gate( player_instance *player, teleport_gate *gate ) +void player__pass_gate( player_instance *player, ent_gate *gate ) { + world_routes_fracture( get_active_world(), gate, + player->rb.co, player->rb.v ); + player->gate_waiting = gate; + world_routes_activate_entry_gate( get_active_world(), gate ); - gate_rotate_angles( gate, player->angles, player->angles ); m4x3_mulv( gate->transport, player->tpv_lpf, player->tpv_lpf ); m3x3_mulv( gate->transport, player->cam_velocity_smooth, player->cam_velocity_smooth ); + + m3x3_copy( player->basis, player->basis_gate ); + + v4f q; + m3x3_q( gate->transport, q ); + q_mul( q, player->qbasis, player->qbasis ); + q_normalize( player->qbasis ); + q_m3x3( player->qbasis, player->basis ); + m3x3_transpose( player->basis, player->invbasis ); + + player->subsystem_gate = player->subsystem; + player->rb_gate_storage = player->rb; + v3_copy( player->angles, player->angles_storage ); + player->rewind_length = 0; + player->rewind_total_length = 0.0f; + player->rewind_gate = gate; + player->rewind_accum = 0.0f; + + m4x3_mulv( gate->transport, player->cam.pos, player->cam.pos ); + player_save_rewind_frame( player ); + + if( gate->type == k_gate_type_nonlocel ) + world_global.active_world = gate->target; + + world_global.in_volume = 0; + + audio_lock(); + audio_oneshot( &audio_gate_pass, 1.0f, 0.0f ); + audio_unlock(); } VG_STATIC void player__pre_render( player_instance *player ) { - if( _player_animate[ player->subsystem ] ) - { + if( _player_animate[ player->subsystem ] ){ player_animation res; _player_animate[ player->subsystem ]( player, &res ); - /* TODO: eventually, blending code goes here */ - m4x3f transform; q_m3x3( res.root_q, transform ); v3_copy( res.root_co, transform[3] ); struct skeleton *sk = &player->playeravatar->sk; - if( player->holdout_time > 0.0f ) - { + if( player->holdout_time > 0.0f ){ skeleton_lerp_pose( sk, res.pose, player->holdout_pose, player->holdout_time, res.pose ); - player->holdout_time -= vg.frame_delta * 4.0f; + player->holdout_time -= vg.frame_delta * 2.0f; } skeleton_apply_pose( sk, res.pose, k_anim_apply_defer_ik ); @@ -221,6 +385,7 @@ VG_STATIC void player__pre_render( player_instance *player ) skeleton_apply_pose( sk, res.pose, k_anim_apply_deffered_only ); skeleton_apply_inverses( sk ); skeleton_apply_transform( sk, transform ); + skeleton_debug( sk ); } @@ -228,24 +393,139 @@ VG_STATIC void player__pre_render( player_instance *player ) _player_post_animate[ player->subsystem ]( player ); struct player_avatar *av = player->playeravatar; - v3f vp0 = {0.0f,0.1f, 0.6f}, - vp1 = {0.0f,0.1f,-0.6f}; - - m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, TEMP_BOARD_0 ); - m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, TEMP_BOARD_1 ); + v3f vp0 = {0.0f,0.1f, 0.55f}, + vp1 = {0.0f,0.1f,-0.55f}; + + struct ub_world_lighting *ubo = &get_active_world()->ub_lighting; + m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, ubo->g_board_0 ); + m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, ubo->g_board_1 ); + + if( player->rewinding ){ + if( player->rewind_time <= 0.0f ){ + double taken = vg.time - player->rewind_start; + vg_success( "Rewind took (rt, pt, tl): %f, %f, %f\n", + taken, player->rewind_predicted_time, + player->rewind_total_length ); + + player->rewinding = 0; + player->rewind_length = 1; + player->rewind_total_length = 0.0f; + player->rewind_accum = 0.0f; + world_global.sky_target_rate = 1.0; + world_global.time = world_global.last_use; + } + else{ + world_global.sky_target_rate = -100.0; + + float budget = vg.time_delta, + overall_length = player->rewind_length; + + for( int i=0; (i<10)&&(player->rewind_time>0.0f)&&(budget>0.0f); i++ ){ + /* Interpolate frames */ + int i0 = floorf( player->rewind_time ), + i1 = VG_MIN( i0+1, player->rewind_length-1 ); + + struct rewind_frame *fr = &player->rewind_buffer[i0], + *fr1 = &player->rewind_buffer[i1]; + + float dist = vg_maxf( v3_dist( fr->pos, fr1->pos ), 0.001f ), + subl = vg_fractf( player->rewind_time ) + 0.001f, + + sramp = 3.0f-(1.0f/(0.4f+0.4f*player->rewind_time)), + speed = sramp*28.0f + 0.5f*player->rewind_time, + mod = speed * (budget / dist), + + advl = vg_minf( mod, subl ), + advt = (advl / mod) * budget; + + player->dist_accum += speed * advt; + player->rewind_time -= advl; + budget -= advt; + } + + player->rewind_time = vg_maxf( 0.0f, player->rewind_time ); + + float current_time = vg.time - player->rewind_start, + remaining = player->rewind_predicted_time - current_time; + + if( player->rewind_sound_wait ){ + if( player->rewind_predicted_time >= 6.5f ){ + if( remaining <= 6.5f ){ + audio_lock(); + audio_oneshot( &audio_rewind[3], 1.0f, 0.0f ); + audio_unlock(); + player->rewind_sound_wait = 0; + } + } + else if( player->rewind_predicted_time >= 2.5f ){ + if( remaining <= 2.5f ){ + audio_lock(); + audio_oneshot( &audio_rewind[2], 1.0f, 0.0f ); + audio_unlock(); + player->rewind_sound_wait = 0; + } + } + else if( player->rewind_predicted_time >= 1.5f ){ + if( remaining <= 1.5f ){ + audio_lock(); + audio_oneshot( &audio_rewind[1], 1.0f, 0.0f ); + audio_unlock(); + player->rewind_sound_wait = 0; + } + } + } + + int i0 = floorf( player->rewind_time ), + i1 = VG_MIN( i0+1, player->rewind_length-1 ); + + struct rewind_frame *fr = &player->rewind_buffer[i0], + *fr1 = &player->rewind_buffer[i1]; + + float sub = vg_fractf(player->rewind_time); + + v3_lerp( fr->pos, fr1->pos, sub, player->cam_override_pos ); + player->cam_override_angles[0] = + vg_alerpf( fr->ang[0], fr1->ang[0], sub ); + player->cam_override_angles[1] = + vg_lerpf ( fr->ang[1], fr1->ang[1], sub ); + + float blend = player->rewind_time * 0.25f; + player->cam_override_strength = vg_clampf( blend, 0.0f, 1.0f ); + } + } + else player->cam_override_strength = 0.0f; player__cam_iterate( player ); } PLAYER_API void player__render( camera *cam, player_instance *player ) { - shader_viewchar_use(); + shader_model_character_view_use(); vg_tex2d_bind( player->playertex, 0 ); - shader_viewchar_uTexMain( 0 ); - shader_viewchar_uCamera( cam->transform[3] ); - shader_viewchar_uPv( cam->mtx.pv ); - shader_link_standard_ub( _shader_viewchar.id, 2 ); - glUniformMatrix4x3fv( _uniform_viewchar_uTransforms, + shader_model_character_view_uTexMain( 0 ); + shader_model_character_view_uCamera( cam->transform[3] ); + shader_model_character_view_uPv( cam->mtx.pv ); + shader_model_character_view_uTexSceneDepth( 1 ); + render_fb_bind_texture( gpipeline.fb_main, 2, 1 ); + v3f inverse; + render_fb_inverse_ratio( gpipeline.fb_main, inverse ); + inverse[2] = main_camera.farz-main_camera.nearz; + + shader_model_character_view_uInverseRatioDepth( inverse ); + render_fb_inverse_ratio( NULL, inverse ); + inverse[2] = cam->farz-cam->nearz; + shader_model_character_view_uInverseRatioMain( inverse ); + + world_instance *world = get_active_world(); + world_link_lighting_ub( world, _shader_model_character_view.id ); + world_bind_position_texture( world, _shader_model_character_view.id, + _uniform_model_character_view_g_world_depth, 2 ); + world_bind_light_array( world, _shader_model_character_view.id, + _uniform_model_character_view_uLightsArray, 3 ); + world_bind_light_index( world, _shader_model_character_view.id, + _uniform_model_character_view_uLightsIndex, 4 ); + + glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms, player->playeravatar->sk.bone_count, 0, (float *)player->playeravatar->sk.final_mtx ); @@ -265,18 +545,8 @@ PLAYER_API void player__im_gui( player_instance *player ) vg_uictx.cursor[0] = vg.window_x; - player__debugtext( 1, "%.2f %.2f %.2f", player->cam.pos[0], - player->cam.pos[1], - player->cam.pos[2] ); - player__debugtext( 1, "%.2f %.2f %.2f (%.2f)", - player->cam.angles[0], - player->cam.angles[1], - player->cam.angles[2], - player->cam.fov); - player__debugtext( 1, "C/K %.2f %.2f (%.2f)", - player->cam_velocity_coefficient_smooth, - player->cam_velocity_constant_smooth, - player->cam_velocity_influence_smooth ); + player__debugtext( 1, "angles: " PRINTF_v3f( player->cam.angles ) ); + player__debugtext( 1, "basis: " PRINTF_v4f( player->qbasis ) ); if( _player_im_gui[ player->subsystem ] ) _player_im_gui[ player->subsystem ]( player ); @@ -286,14 +556,21 @@ PLAYER_API void player__im_gui( player_instance *player ) } PLAYER_API void player__spawn( player_instance *player, - struct respawn_point *rp ) + ent_spawn *rp ) { - v3_copy( rp->co, player->rb.co ); + v3_copy( rp->transform.co, player->rb.co ); v3_zero( player->rb.v ); v3_zero( player->rb.w ); q_identity( player->rb.q ); rb_update_transform( &player->rb ); + q_identity( player->qbasis ); + m3x3_identity( player->basis ); + m3x3_identity( player->invbasis ); + + player->subsystem = k_player_subsystem_walk; + player->gate_waiting = NULL; + if( _player_reset[ player->subsystem ] ) _player_reset[ player->subsystem ]( player, rp ); }