X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_glide.c;h=6b5930b9c2f26bed2d4d17ad1f28d3d902303831;hb=95f6ef1a859423a0d9554ac6a9f4c6cbd8bb540c;hp=5cf1dd11a6ce15fd040f743063198e1644fa4a78;hpb=a5d462e0b43a8f0c4a36a17a11636a56f324e45f;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_glide.c b/player_glide.c index 5cf1dd1..6b5930b 100644 --- a/player_glide.c +++ b/player_glide.c @@ -1,12 +1,74 @@ -#ifndef PLAYER_GLIDE_C -#define PLAYER_GLIDE_C - #include "player_glide.h" -#include "input.h" - #include "vg/vg_rigidbody.h" #include "scene_rigidbody.h" #include "shaders/model_board_view.h" +#include "shaders/model_entity.h" +#include "input.h" +#include "skaterift.h" + +#include "player_dead.h" +#include "player_skate.h" + +trail_system trails_glider[] = { + { + .width = 0.035f, + .lifetime = 5.0f, + .min_dist = 0.5f + }, + { + .width = 0.035f, + .lifetime = 5.0f, + .min_dist = 0.5f + }, +}; + +struct player_glide player_glide = +{ + .parts = { + { + .co = { 1.0f, 0.5f, -1.0f }, + .euler = { VG_TAUf*0.25f, VG_TAUf*0.125f, 0.0f }, + .shape = k_rb_shape_capsule, + .inf = { .h = 2.82842712475f, .r = 0.25f }, + }, + { + .co = { -1.0f, 0.5f, -1.0f }, + .euler = { VG_TAUf*0.25f, -VG_TAUf*0.125f, 0.0f }, + .shape = k_rb_shape_capsule, + .inf = { .h = 2.82842712475f, .r = 0.25f }, + }, + { + .co = { 0.0f, 0.5f, 1.0f }, + .euler = { VG_TAUf*0.25f, VG_TAUf*0.25f, 0.0f }, + .shape = k_rb_shape_capsule, + .inf = { .h = 6.0f, .r = 0.25f }, + }, + { + .co = { 0.0f, -0.5f, 0.0f }, + .euler = { VG_TAUf*0.25f, VG_TAUf*0.25f, 0.0f }, + .shape = k_rb_shape_capsule, + .inf = { .h = 2.0f, .r = 0.25f }, + .is_damage = 1, + }, + } +}; + +struct player_subsystem_interface player_subsystem_glide = +{ + .pre_update = player_glide_pre_update, + .update = player_glide_update, + .post_update = player_glide_post_update, + .animate = player_glide_animate, + .pose = player_glide_pose, + .post_animate = player_glide_post_animate, + .network_animator_exchange = player_glide_animator_exchange, + .im_gui = player_glide_im_gui, + .bind = player_glide_bind, + + .animator_data = &player_glide.animator, + .animator_size = sizeof(player_glide.animator), + .name = "Glide" +}; static f32 k_glide_steer = 2.0f, k_glide_cl = 0.04f, @@ -19,7 +81,8 @@ static f32 k_glide_steer = 2.0f, static i32 k_glide_pause = 0; -static void player_glide_pre_update(void){ +void player_glide_pre_update(void) +{ if( button_down(k_srbind_use) ){ localplayer.subsystem = k_player_subsystem_skate; localplayer.glider_orphan = 1; @@ -43,12 +106,12 @@ static void player_glide_pre_update(void){ static void massless_accel( rigidbody *rb, v3f delta, v3f impulse ){ /* linear */ - v3_muladds( rb->v, impulse, k_rb_delta, rb->v ); + v3_muladds( rb->v, impulse, vg.time_fixed_delta, rb->v ); /* Angular velocity */ v3f wa; v3_cross( delta, impulse, wa ); - v3_muladds( rb->w, wa, k_rb_delta, rb->w ); + v3_muladds( rb->w, wa, vg.time_fixed_delta, rb->w ); } static void calculate_lift( v3f vl, f32 aoa_bias, @@ -62,7 +125,7 @@ static void calculate_lift( v3f vl, f32 aoa_bias, f32 windv2 = v3_length2(wind), aoa = atan2f( v3_dot( up, wind ), v3_dot( back, wind ) ) + aoa_bias, - cl = aoa / VG_PIf, /* TODO: make it a curve */ + cl = aoa / VG_PIf, L = windv2 * cl * power; v3f lift_dir; @@ -85,7 +148,8 @@ static void calculate_drag( v3f vl, f32 cd, v3f out_force ){ /* * Returns true if the bottom sphere is hit */ -static bool glider_physics( v2f steer ){ +bool glider_physics( v2f steer ) +{ rigidbody *rb = &player_glide.rb; /* lift */ @@ -131,12 +195,12 @@ static bool glider_physics( v2f steer ){ v3_add( F, Fdrag, F ); m3x3_mulv( rb->to_world, F, F ); - v3_muladds( rb->v, F, k_rb_delta, rb->v ); + v3_muladds( rb->v, F, vg.time_fixed_delta, rb->v ); v3_add( Fw, FslipW, Fw ); v3_add( Fw, FliftW, Fw ); m3x3_mulv( rb->to_world, Fw, Fw ); - v3_muladds( rb->w, Fw, k_rb_delta, rb->w ); + v3_muladds( rb->w, Fw, vg.time_fixed_delta, rb->w ); /* @@ -193,7 +257,8 @@ static bool glider_physics( v2f steer ){ } } - rb_presolve_contacts( rb_contact_buffer, rb_contact_count ); + rb_presolve_contacts( rb_contact_buffer, + vg.time_fixed_delta, rb_contact_count ); for( u32 i=0; i<10; i ++ ) rb_solve_contacts( rb_contact_buffer, rb_contact_count ); @@ -203,17 +268,24 @@ static bool glider_physics( v2f steer ){ return bottom_hit; } -static void player_glide_update(void){ +void player_glide_update(void) +{ v2f steer; joystick_state( k_srjoystick_steer, steer ); - if( glider_physics( steer ) ){ + if( glider_physics( steer ) ) + { + vg_info( "player fell off due to glider hitting ground\n" ); player__dead_transition( k_player_die_type_generic ); localplayer.glider_orphan = 1; } + + if( !world_water_player_safe( world_current_instance(), 1.0f ) ) + return; } -static void player_glide_post_update(void){ +void player_glide_post_update(void) +{ v3_copy( player_glide.rb.co, localplayer.rb.co ); v4_copy( player_glide.rb.q, localplayer.rb.q ); v3_copy( player_glide.rb.v, localplayer.rb.v ); @@ -221,27 +293,31 @@ static void player_glide_post_update(void){ rb_update_matrices( &localplayer.rb ); } -static void player_glide_animate(void){ +void player_glide_animate(void) +{ struct player_glide *g = &player_glide; struct player_glide_animator *animator = &g->animator; rb_extrapolate( &localplayer.rb, animator->root_co, animator->root_q ); } -static void player_glide_pose( void *_animator, player_pose *pose ){ +void player_glide_pose( void *_animator, player_pose *pose ) +{ struct skeleton *sk = &localplayer.skeleton; struct player_glide_animator *animator = _animator; + pose->type = k_player_pose_type_ik; + pose->board.lean = 0.0f; skeleton_sample_anim( sk, player_glide.anim_glide, 0.0f, pose->keyframes ); - /* TODO: again the offset is wrong */ v3f temp; - q_mulv( pose->root_q, (v3f){0,-0.5f,0}, temp ); - + q_mulv( animator->root_q, (v3f){0,-0.5f,0}, temp ); v3_add( animator->root_co, temp, pose->root_co ); + v4_copy( animator->root_q, pose->root_q ); } -static void player_glide_post_animate(void){ +void player_glide_post_animate(void) +{ if( localplayer.cam_control.camera_mode == k_cam_firstperson ) localplayer.cam_velocity_influence = 0.0f; else @@ -254,7 +330,25 @@ static void player_glide_post_animate(void){ localplayer.cam_dist = 2.0f + v3_length( localplayer.rb.v )*0.2f; } -static void player_glide_im_gui(void){ +void player_glide_animator_exchange( bitpack_ctx *ctx, void *data ) +{ + struct player_glide_animator *animator = data; + + bitpack_qv3f( ctx, 24, -1024.0f, 1024.0f, animator->root_co ); + bitpack_qquat( ctx, animator->root_q ); +} + +void player_glide_remote_animator_exchange( bitpack_ctx *ctx, void *data ) +{ + struct remote_glider_animator *animator = data; + + bitpack_qv3f( ctx, 24, -1024.0f, 1024.0f, animator->root_co ); + bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->s ); + bitpack_qquat( ctx, animator->root_q ); +} + +void player_glide_im_gui(void) +{ player__debugtext( 1, "Nothing here" ); player__debugtext( 1, " lift: %.2f %.2f %.2f", player_glide.info_lift[0], @@ -270,8 +364,27 @@ static void player_glide_im_gui(void){ player_glide.info_drag[2] ); } -static void player_glide_bind(void){ +void player_glide_equip_glider(void) +{ + if( !localplayer.have_glider ){ + localplayer.have_glider = 1; + localplayer.glider_orphan = 0; + player_glide.t = -1.0f; + } +} +static int ccmd_player_glider_spawn( int argc, const char *argv[] ){ + if( vg_console.cheats ){ + player_glide_equip_glider(); + } + else { + vg_error( "Can't spawn without cheats enabled.\n" ); + } + return 0; +} + +void player_glide_bind(void) +{ u32 mask = VG_VAR_CHEAT|VG_VAR_PERSISTENT; VG_VAR_F32( k_glide_steer, flags=mask ); VG_VAR_F32( k_glide_cl, flags=mask ); @@ -283,9 +396,9 @@ static void player_glide_bind(void){ VG_VAR_F32( k_glide_balance, flags=mask ); VG_VAR_F32( k_glide_wing_orient, flags=mask ); - f32 mass = 0.0f, - k_density = 8.0f, - k_inertia_scale = 1.0f; + vg_console_reg_cmd( "spawn_glider", ccmd_player_glider_spawn, NULL ); + + f32 mass = 0.0f,k_density = 8.0f; m3x3f I; m3x3_zero( I ); @@ -339,40 +452,49 @@ static void player_glide_bind(void){ struct skeleton *sk = &localplayer.skeleton; player_glide.anim_glide = skeleton_get_anim( sk, "glide_pose" ); - void *alloc = vg_mem.rtmemory; mdl_context *mdl = &player_glide.glider; mdl_open( mdl, "models/glider.mdl", alloc ); mdl_load_metadata_block( mdl, alloc ); + mdl_async_full_load_std( mdl ); - vg_linear_clear( vg_mem.scratch ); - - u32 count = mdl_arrcount( &mdl->textures ); - player_glide.glider_textures = - vg_linear_alloc(alloc,vg_align8(sizeof(GLuint)*(count+1))); - player_glide.glider_textures[0] = vg.tex_missing; - - mdl_async_load_glmesh( mdl, &player_glide.glider_mesh, NULL ); + /* load trail positions */ + mdl_array_ptr markers; + MDL_LOAD_ARRAY( mdl, &markers, ent_marker, vg_mem.scratch ); + mdl_close( mdl ); - for( u32 i=0; itransform.co, + player_glide.trail_positions[ player_glide.trail_count ++ ] ); - mdl_texture *tex = mdl_arritm( &mdl->textures, i ); - void *data = vg_linear_alloc( vg_mem.scratch, tex->file.pack_size ); - mdl_fread_pack_file( mdl, &tex->file, data ); - vg_tex2d_load_qoi_async( data, tex->file.pack_size, - VG_TEX2D_LINEAR|VG_TEX2D_CLAMP, - &player_glide.glider_textures[i+1] ); + if( player_glide.trail_count == vg_list_size(trails_glider) ) + break; } - mdl_close( mdl ); + /* allocate effects */ + for( u32 i=0; istatus == k_world_status_loaded ){ + world_routes_clear( instance ); + } + } v3_copy( localplayer.rb.co, player_glide.rb.co ); @@ -394,9 +516,78 @@ static void player_glide_transition(void){ player__begin_holdout( (v3f){0,0,0} ); } -static void player_glide_render( camera *cam, world_instance *world, - player_pose *pose ){ +void render_glider_model( vg_camera *cam, world_instance *world, + m4x3f mmdl, enum board_shader shader ) +{ + u32 current_mat = 0xffffffff; + glActiveTexture( GL_TEXTURE0 ); + + mdl_context *mdl = &player_glide.glider; + mesh_bind( &player_glide.glider.mesh ); + + for( u32 i=0; imeshs); i ++ ) + { + mdl_mesh *mesh = mdl_arritm( &mdl->meshs, i ); + + m4x3f mmmdl; + mdl_transform_m4x3( &mesh->transform, mmmdl ); + m4x3_mul( mmdl, mmmdl, mmmdl ); + + if( shader == k_board_shader_player ) + shader_model_board_view_uMdl( mmmdl ); + else if( shader == k_board_shader_entity ) + { + m4x4f m4mmmdl; + m4x3_expand( mmmdl, m4mmmdl ); + m4x4_mul( cam->mtx_prev.pv, m4mmmdl, m4mmmdl ); + + shader_model_entity_uMdl( mmmdl ); + shader_model_entity_uPvmPrev( m4mmmdl ); + } + + for( u32 j=0; jsubmesh_count; j ++ ) + { + mdl_submesh *sm = mdl_arritm( &mdl->submeshs, mesh->submesh_start+j ); + if( !sm->material_id ) + { + vg_error( "Invalid material ID 0\n" ); + continue; + } + + if( sm->material_id != current_mat ) + { + mdl_material *mat = mdl_arritm( &mdl->materials,sm->material_id-1 ); + GLuint tex = vg.tex_missing; + + if( mat->shader == k_shader_standard ) + { + struct shader_props_standard *props = mat->props.compiled; + + u32 index = props->tex_diffuse-1; + mdl_texture *ptex = mdl_arritm( &mdl->textures, index ); + tex = ptex->glname; + } + + glBindTexture( GL_TEXTURE_2D, tex ); + current_mat = sm->material_id; + } + + mdl_draw_submesh( sm ); + } + } +} + +/* + * TODO: more flexible way to call + * - this depends on the current state, but we need to pass a struct in + * that can hold that information instead so we can save it into + * the replay + */ +void player_glide_render( vg_camera *cam, world_instance *world, + player_pose *pose ) +{ if( !((localplayer.subsystem == k_player_subsystem_glide) || + (localplayer.observing_system == k_player_subsystem_glide) || localplayer.have_glider || localplayer.glider_orphan) ) return; @@ -405,8 +596,7 @@ static void player_glide_render( camera *cam, world_instance *world, shader_model_board_view_uTexMain( 0 ); shader_model_board_view_uCamera( cam->transform[3] ); shader_model_board_view_uPv( cam->mtx.pv ); - - shader_model_board_view_uDepthCompare(1); + shader_model_board_view_uDepthMode(1); depth_compare_bind( shader_model_board_view_uTexSceneDepth, shader_model_board_view_uInverseRatioDepth, @@ -428,7 +618,10 @@ static void player_glide_render( camera *cam, world_instance *world, f32 target; if( localplayer.subsystem == k_player_subsystem_glide ) target = 1.0f; else target = 0.0f; - vg_slewf( &player_glide.t, target, vg.time_frame_delta * 4.0f ); + + /* TODO: TEMP */ + if( skaterift.activity != k_skaterift_replay ) + vg_slewf( &player_glide.t, target, vg.time_frame_delta * 4.0f ); mdl_keyframe kf_backpack; @@ -482,38 +675,33 @@ static void player_glide_render( camera *cam, world_instance *world, m3x3_scale( mmdl, kf_res.s ); v3_copy( kf_res.co, mmdl[3] ); - u32 current_tex = 0xffffffff; - glActiveTexture( GL_TEXTURE0 ); - - mdl_context *mdl = &player_glide.glider; - mesh_bind( &player_glide.glider_mesh ); - - for( u32 i=0; imeshs); i ++ ){ - mdl_mesh *mesh = mdl_arritm( &mdl->meshs, i ); - - m4x3f mmmdl; - mdl_transform_m4x3( &mesh->transform, mmmdl ); - m4x3_mul( mmdl, mmmdl, mmmdl ); + render_glider_model( cam, world, mmdl, k_board_shader_player ); - shader_model_board_view_uMdl( mmmdl ); + /* totally FUCKED */ + v4_copy( kf_res.q, player_glide.remote_animator.root_q ); + v3_copy( kf_res.co, player_glide.remote_animator.root_co ); + player_glide.remote_animator.s = kf_res.s[0]; +} - for( u32 j=0; jsubmesh_count; j ++ ){ - mdl_submesh *sm = mdl_arritm( &mdl->submeshs, mesh->submesh_start+j ); - if( !sm->material_id ) { - vg_error( "Invalid material ID 0\n" ); - continue; - } +void player_glide_render_effects( vg_camera *cam ) +{ + v3f co, temp; + v4f q; + rb_extrapolate( &player_glide.rb, co, q ); + q_mulv( q, (v3f){0,-0.5f,0}, temp ); + v3_add( temp, co, co ); - mdl_material *mat = mdl_arritm( &mdl->materials, sm->material_id-1 ); - if( mat->tex_diffuse != current_tex ){ - glBindTexture( GL_TEXTURE_2D, - player_glide.glider_textures[ mat->tex_diffuse ] ); - current_tex = mat->tex_diffuse; - } + f32 alpha = vg_maxf( (fabsf(player_glide.info_lift[2])-1.0f), 0.0f ) /18.0f; - mdl_draw_submesh( sm ); - } + for( u32 i=0; i