X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player.c;h=ee799d072e073c0d80270a8c2a8f464eb1fd9486;hb=0ca7f5ca2560908de1a03db112df67e52b476107;hp=9ab970652852525fbd5fa47404e3bcaf6c34bee5;hpb=0c10e79eabdb2cc0fe0b6b4116541d8eeeef1328;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player.c b/player.c index 9ab9706..ee799d0 100644 --- a/player.c +++ b/player.c @@ -176,10 +176,19 @@ 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 ); } +__attribute__ ((deprecated)) VG_STATIC void gate_rotate_angles( teleport_gate *gate, v3f angles, v3f d ) { + v3_copy( angles, d ); + return; + v3f fwd_dir = { cosf(angles[0]), 0.0f, sinf(angles[0])}; @@ -193,14 +202,25 @@ 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, struct gate_hit *hit ) { - player->gate_waiting = gate; + player->gate_waiting = hit->gate; + + m4x3_mulv( hit->gate->transport, player->tpv_lpf, player->tpv_lpf ); + m3x3_mulv( hit->gate->transport, player->cam_velocity_smooth, + player->cam_velocity_smooth ); + + m3x3_copy( player->basis, player->basis_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 ); + v4f q; + m3x3_q( hit->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 ); + + if( hit->nonlocal ) + world_global.active_world = hit->nonlocal->target_map_index; } VG_STATIC void player__pre_render( player_instance *player ) @@ -251,13 +271,22 @@ VG_STATIC void player__pre_render( player_instance *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 ); + + 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 ); @@ -277,16 +306,8 @@ PLAYER_API void player__im_gui( player_instance *player ) vg_uictx.cursor[0] = vg.window_x; -#if 0 - player__debugtext( 1, "%.2f %.2f %.2f", player->cam.pos[0], - player->cam.pos[1], - player->cam.pos[2] ); -#endif - 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, "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 ); @@ -304,7 +325,12 @@ PLAYER_API void player__spawn( player_instance *player, 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->viewable_world = get_active_world(); if( _player_reset[ player->subsystem ] ) _player_reset[ player->subsystem ]( player, rp );