X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player.c;h=ef23ef43639eed3e367a80c432a0eaf2e3f94df1;hb=a1056ed8198f0f5be0e0f341da8bd49aa6c47198;hp=5c9f8cfe21d441e0766fae3ad9f1e22bd4eeb591;hpb=c4c762ce6f3bbdcb770bbc42e349aebbc3390d9d;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player.c b/player.c index 5c9f8cf..ef23ef4 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 ); } -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])}; @@ -193,14 +202,26 @@ 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 ) { 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 ); + + if( gate->type == k_gate_type_nonlocal ) + world_global.active_world = gate->target; } VG_STATIC void player__pre_render( player_instance *player ) @@ -218,11 +239,10 @@ VG_STATIC void player__pre_render( player_instance *player ) 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 ); @@ -230,6 +250,7 @@ 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 ); } @@ -237,8 +258,8 @@ 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}; + v3f vp0 = {0.0f,0.1f, 0.55f}, + vp1 = {0.0f,0.1f,-0.55f}; 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 ); @@ -248,13 +269,22 @@ 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 ); @@ -274,16 +304,8 @@ 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 ); @@ -293,15 +315,20 @@ 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->viewable_world = get_active_world(); if( _player_reset[ player->subsystem ] ) _player_reset[ player->subsystem ]( player, rp );