X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=pointcloud.h;h=4775dd747fd2b18affbb708d0ac73648d2188420;hb=aed3995840d5472275b7bf143efed7c4f9daa358;hp=454d9a46b8df9e318801c3a570fffda1852caec9;hpb=38e07d851915d4ea3d25eeb28a3ace78fb0d1c12;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/pointcloud.h b/pointcloud.h index 454d9a4..4775dd7 100644 --- a/pointcloud.h +++ b/pointcloud.h @@ -10,9 +10,19 @@ struct pointcloud{ GLuint vao, vbo; u32 count; - v4f control; + + f64 anim_start; + f32 visibility; + enum pointcloud_anim{ + k_pointcloud_anim_opening, + k_pointcloud_anim_hiding, + k_pointcloud_anim_idle_any, + k_pointcloud_anim_idle_open, + k_pointcloud_anim_idle_closed, + } + anim; } -static pointcloud = { .control = {0.0f,0.0f,0.0f,1.0f} }; +static pointcloud; #pragma pack(push,1) struct pointcloud_vert{ @@ -94,8 +104,42 @@ static void pointcloud_init(void) shader_point_map_register(); } +static void pointcloud_animate( enum pointcloud_anim anim ) +{ + pointcloud.anim = anim; + pointcloud.anim_start = vg.time; +} + +static int pointcloud_idle(void) +{ + if( pointcloud.anim >= k_pointcloud_anim_idle_any ) return 1; + else return 0; +} + static void pointcloud_render( world_instance *world, camera *cam, m4x3f model ) { + if( pointcloud.anim < k_pointcloud_anim_idle_any ){ + f32 const k_transition = 0.6f; + f32 t = (vg.time - pointcloud.anim_start) / k_transition; + + if( pointcloud.anim == k_pointcloud_anim_hiding ){ + if( t > 1.0f ){ + pointcloud.visibility = 0.0f; + pointcloud.anim = k_pointcloud_anim_idle_closed; + } + else pointcloud.visibility = 1.0f-t; + } + else if( pointcloud.anim == k_pointcloud_anim_opening ){ + if( t > 1.0f ){ + pointcloud.visibility = 1.0f; + pointcloud.anim = k_pointcloud_anim_idle_open; + } + else pointcloud.visibility = t; + } + } + + if( pointcloud.visibility == 0.0f ) return; + m4x4f upvmprev; m4x3_expand( model, upvmprev ); m4x4_mul( cam->mtx_prev.pv, upvmprev, upvmprev ); @@ -105,8 +149,8 @@ static void pointcloud_render( world_instance *world, camera *cam, m4x3f model ) shader_point_map_uPvmPrev( upvmprev ); shader_point_map_uMdl( model ); shader_point_map_uCamera( cam->pos ); - shader_point_map_uTime( (v2f){ vg.time, sinf(vg.time) } ); - shader_point_map_uTransform( pointcloud.control ); + shader_point_map_uAnim( (v4f){ 32, 1.0f-pointcloud.visibility, + 0.0f, vg.time } ); glBindVertexArray( pointcloud.vao ); glEnable( GL_PROGRAM_POINT_SIZE );