--- /dev/null
+#ifndef CAMERA_H
+#define CAMERA_H
+
+#include "common.h"
+
+static v2f camera_angles;
+static v3f camera_pos;
+
+static m4x3f camera_mtx,
+ camera_mtx_inverse;
+
+static void camera_update(void)
+{
+ /* Update camera matrices */
+ v4f qyaw, qpitch, qcam;
+ q_axis_angle( qyaw, (v3f){ 0.0f, 1.0f, 0.0f }, -camera_angles[0] );
+ q_axis_angle( qpitch, (v3f){ 1.0f, 0.0f, 0.0f }, -camera_angles[1] );
+
+ q_mul( qyaw, qpitch, qcam );
+ q_m3x3( qcam, camera_mtx );
+ v3_copy( camera_pos, camera_mtx[3] );
+
+ m4x3_invert_affine( camera_mtx, camera_mtx_inverse );
+}
+
+#endif /* CAMERA_H */
#include "network.h"
#include "menu.h"
-static int cl_ui = 1,
- cl_menu = 0;
+static int cl_ui = 1;
int main( int argc, char *argv[] )
{
static void vg_start(void)
{
- player_load_model( "ch_jordan" );
+ player_load_model( "ch_jordan", 0 );
reset_player( 1, (const char *[]){ "start" } );
}
if( loaded )
{
- if( vg_get_button_down( "menu" ) )
- {
- cl_menu = !cl_menu;
- }
-
draw_origin_axis();
network_update();
- if( !cl_menu )
- {
- player_update_pre();
- world_update( player.phys.rb.co );
- }
-
- menu_update( cl_menu );
+ player_update_pre();
+ world_update( player.phys.rb.co );
}
}
static void vg_update_fixed( int loaded )
{
- if( loaded && !cl_menu )
+ if( loaded )
{
player_update_fixed();
}
static void vg_update_post( int loaded )
{
- if( loaded && !cl_menu )
+ if( loaded )
{
player_update_post();
+ menu_update();
}
}
static void render_main_game(void)
{
- v3f *active_cam_inv = NULL,
- *active_cam = NULL;
-
m4x4f world_4x4;
+ m4x3_expand( camera_mtx_inverse, world_4x4 );
- if( cl_menu )
- {
- active_cam = menu_cam;
- active_cam_inv = menu_cam_inv;
- }
- else
- {
- active_cam_inv = player.camera_inverse;
- active_cam = player.camera;
- }
+ static float fov = 97.0f;
- m4x3_expand( active_cam_inv, world_4x4 );
+ float fov_target = 108.0f;
+ if( player.phys.on_board )
+ fov_target = 125.0f;
- static float fov = 97.0f;
- float fov_target = (player.phys.on_board&&!cl_menu)? 125.0f: 108.0f;
- fov = vg_lerpf( fov, fov_target, vg.time_delta * 2.0f );
+ if( cl_menu )
+ fov_target = menu_fov_target;
+
+ fov = vg_lerpf( fov, fov_target, vg.frame_delta * 2.0f );
gpipeline.fov = freecam? 60.0f: fov; /* 120 */
m4x4_projection( vg.pv, gpipeline.fov,
int draw_solid = player.is_dead | freecam;
- render_world( vg.pv, active_cam );
+ render_world( vg.pv, camera_mtx );
if( draw_solid )
- draw_player( active_cam );
+ draw_player( camera_mtx );
- render_water_texture( active_cam );
+ render_water_texture( camera_mtx );
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
- render_water_surface( vg.pv, active_cam );
- render_world_gates( vg.pv, player.phys.rb.co, active_cam );
+ render_water_surface( vg.pv, camera_mtx );
+ render_world_gates( vg.pv, player.phys.rb.co, camera_mtx );
if( cl_menu )
+ {
+ glClear( GL_DEPTH_BUFFER_BIT );
menu_render( vg.pv );
+ }
/* Copy the RGB of what we have into the background buffer */
glBindFramebuffer( GL_READ_FRAMEBUFFER, 0 );
{
m4x4_projection( vg.pv, gpipeline.fov,
(float)vg.window_x / (float)vg.window_y,
- 0.01f, 600.0f );
+ 0.05f, 60.0f );
m4x4_mul( vg.pv, world_4x4, vg.pv );
- draw_player( active_cam );
+ draw_player( camera_mtx );
}
/* Draw back in the background
static mdl_header *menu_model;
static glmesh menu_glmesh;
-static v3f menu_cam_pos,
- menu_target_cam_pos;
-static v4f menu_cam_q = { 0.0f, 0.0f, 0.0f, 1.0f },
- menu_target_cam_q;
-static m4x3f menu_cam, menu_cam_inv;
+static m4x3f menu_mdl_mtx;
static float menu_opacity = 0.0f;
+static float menu_input_cooldown = 0.0f;
+static float menu_fov_target = 97.0f;
+static v2f menu_extra_angles;
+
+static int menu_loc = 1,
+ menu_loc_last = 1;
+static u32 menu_page = 0;
+
+static int cl_menu = 0,
+ cl_menu_go_away = 0;
+static int cl_playermdl_id = 0;
+
+static const char *playermodels[] = { "ch_new", "ch_jordan", "ch_outlaw" };
+
+static void menu_btn_paused( int event );
+static void menu_btn_quit( int event );
+static void menu_btn_skater( int event );
+static void menu_btn_map( int event );
+static void menu_btn_map_a( int event );
+static void menu_btn_map_b( int event );
+static void menu_btn_map_c( int event );
+static void menu_btn_fuckoff( int event );
+
+struct menu_button
+{
+ const char *name;
+ u32 areas;
+
+ void (*fn_press)(int event);
+ int links[4];
+ mdl_node *pnode;
+
+ float falpha, fsize;
+}
+static menu_buttons[] =
+{
+/*0*/{"text_paused", 1, menu_btn_paused },
+/*1*/{"text_quit", 9, menu_btn_quit, {3,-1,4,2}},
+/*2*/{"text_skater", 3, menu_btn_skater, {3,1,4,-1}},
+/*3*/{"text_map", 5, menu_btn_map, {-1,-1,2,-1}},
+/*4*/{"text_about_game", 1, NULL, {2,-1,-1,-1}},
+/*5*/{"skater_left", 2, NULL, {-1,-1,-1,-1}},
+/*6*/{"skater_right", 2, NULL, {-1,-1,-1,-1}},
+/*7*/{"map_a", 4, menu_btn_map_a,{8, -1, 9, 9 }},
+/*8*/{"map_b", 4, menu_btn_map_b,{-1,7,7,-1}},
+/*9*/{"map_c", 4, menu_btn_map_c,{7,7,-1,8}},
+/*a*/{"g_map", 5, NULL },
+/*b*/{"g_controls", 1, NULL },
+/*c*/{"text_quitty", 8, NULL },
+/*d*/{"text_yes", 8, menu_btn_fuckoff },
+};
+
+static void menu_btn_map_a( int event ){}
+static void menu_btn_map_b( int event ){}
+static void menu_btn_map_c( int event ){}
+
+static void menu_btn_paused( int event )
+{
+
+}
+
+static void menu_btn_fuckoff( int event )
+{
+ glfwSetWindowShouldClose( vg.window, 1 );
+}
+
+static void menu_btn_quit( int event )
+{
+ menu_page = 0x8;
+ menu_loc = 0xd;
+}
+
+static void menu_btn_map( int event )
+{
+ menu_page = 0x4;
+ menu_loc = 7;
+}
+
+static void menu_btn_skater( int event )
+{
+ menu_page = 0x2;
+}
static void menu_init(void)
{
if( !menu_model )
vg_fatal_exit_loop( "No menu model" );
+ for( int i=0; i<vg_list_size(menu_buttons); i++ )
+ {
+ struct menu_button *btn = &menu_buttons[i];
+ btn->pnode = mdl_node_from_name( menu_model, btn->name );
+
+ if( !btn->pnode )
+ vg_fatal_exit_loop( "Menu programming error" );
+ }
+
+ vg_convar_push( (struct vg_convar){
+ .name = "cl_playermdl_id",
+ .data = &cl_playermdl_id,
+ .data_type = k_convar_dtype_i32,
+ .opt_i32 = { .min=0, .max=2, .clamp=1 },
+ .persistent = 1
+ });
+
vg_acquire_thread_sync();
mdl_unpack_glmesh( menu_model, &menu_glmesh );
vg_release_thread_sync();
shader_menu_register();
}
-static void menu_update( int enabled )
+static void menu_run_directional(void)
{
- static int enabled_last = 0;
+ struct menu_button *btn = &menu_buttons[ menu_loc ];
- if( enabled && !enabled_last )
+ if( vg_get_button_down( "jump" ) )
{
- v3_copy( player.camera[3], menu_cam_pos );
- m3x3_q( player.camera, menu_cam_q );
+ if( btn->fn_press )
+ {
+ btn->fn_press( 1 );
+ return;
+ }
+ }
+
+ if( menu_input_cooldown <= 0.0f )
+ {
+ v2f dir = { vg_get_axis( "lookh" ), vg_get_axis( "lookv" ) };
- if( player.phys.on_board )
+ if( v2_length2( dir ) > 0.8f*0.8f )
{
- v4f r90;
- q_axis_angle( r90, player.phys.rb.up, VG_PIf*-0.5f );
- q_mul( r90, player.phys.rb.q, menu_target_cam_q );
- m4x3_mulv( player.phys.rb.to_world, (v3f){-1.0f,1.6f,0.0f},
- menu_target_cam_pos );
+ int idir = 0;
+
+ if( fabsf(dir[0]) > fabsf(dir[1]) )
+ {
+ if( dir[0] > 0.0f ) idir = 2;
+ else idir = 0;
+ }
+ else
+ {
+ if( dir[1] > 0.0f ) idir = 3;
+ else idir = 1;
+ }
+
+ int link = btn->links[idir];
+
+ if( link != -1 )
+ {
+ menu_loc_last = menu_loc;
+ menu_loc = link;
+ menu_input_cooldown = 0.25f;
+ }
+ }
+ }
+}
+
+static int menu_page_should_backout(void)
+{
+ return vg_get_button_down( "break" );
+}
+
+static void menu_close(void)
+{
+ cl_menu_go_away = 1;
+ menu_page = 0;
+}
+
+static void menu_page_main(void)
+{
+ if( menu_page_should_backout() )
+ {
+ menu_close();
+ return;
+ }
+
+ menu_fov_target = 112.0f;
+ menu_run_directional();
+}
+
+static void menu_page_map(void)
+{
+ if( menu_page_should_backout() )
+ {
+ menu_page = 1;
+ menu_loc = 3;
+ }
+
+ menu_fov_target = 80.0f;
+ menu_run_directional();
+}
+
+static void menu_page_quit(void)
+{
+ if( menu_page_should_backout() )
+ {
+ menu_page = 1;
+ menu_loc = 1;
+ }
+
+ menu_fov_target = 90.0f;
+ menu_run_directional();
+}
+
+static void menu_page_skater(void)
+{
+ float h = vg_get_axis( "lookh" );
+ menu_fov_target = 97.0f;
+
+ if( menu_page_should_backout() )
+ {
+ menu_page = 1;
+ menu_loc = 2;
+ return;
+ }
+
+ if( (fabsf(h) > 0.7f) && (menu_input_cooldown <= 0.0f) )
+ {
+ if( h < 0.0f )
+ {
+ cl_playermdl_id --;
+ if( cl_playermdl_id < 0 )
+ cl_playermdl_id = 2;
+
+ menu_buttons[5].fsize = 0.4f;
+ menu_buttons[5].falpha = 1.0f;
+
+ menu_input_cooldown = 0.25f;
+ player_load_model( playermodels[ cl_playermdl_id ], 1 );
+ }
+ else
+ {
+ cl_playermdl_id ++;
+ if( cl_playermdl_id > 2 )
+ cl_playermdl_id = 0;
+
+ menu_buttons[6].fsize = 0.4f;
+ menu_buttons[6].falpha = 1.0f;
+
+ menu_input_cooldown = 0.25f;
+ player_load_model( playermodels[ cl_playermdl_id ], 1 );
+ }
+ }
+}
+
+static void menu_update(void)
+{
+ if( vg_get_button_down( "menu" ) )
+ {
+ if( cl_menu )
+ {
+ cl_menu_go_away = 1;
+ menu_page = 0;
+ }
+ else
+ {
+ cl_menu = 1;
+ menu_page = 1;
+ }
+ }
+
+ if( menu_page == 1 )
+ menu_page_main();
+ else if( menu_page == 2 )
+ menu_page_skater();
+ else if( menu_page == 4 )
+ menu_page_map();
+ else if( menu_page == 8 )
+ menu_page_quit();
+
+ struct menu_button *btn = &menu_buttons[ menu_loc ];
+
+ v3f pos;
+ v2f angles;
+
+ /* Base */
+ {
+ v3f lookdir;
+ v3f *mtx = player.mdl.sk.final_mtx[player.mdl.id_head];
+ m3x3_mulv( mtx, (v3f){-1.0f,0.0f,0.0f}, lookdir );
+
+ lookdir[1] = 0.0f;
+ v3_normalize( lookdir );
+
+ v3f center_rough;
+
+ if( player.is_dead )
+ {
+ v3_copy(player.mdl.ragdoll[ player.mdl.id_hip-1 ].rb.co, center_rough);
}
else
{
- v4f r180;
- q_axis_angle( r180, player.phys.rb.up, VG_PIf );
- q_mul( r180, player.phys.rb.q, menu_target_cam_q );
- m4x3_mulv( player.phys.rb.to_world, (v3f){0.0f,1.6f,-1.0f},
- menu_target_cam_pos );
+ v3_add( player.camera_pos, player.visual_transform[3], center_rough );
+ v3_muls( center_rough, 0.5f, center_rough );
}
- q_normalize( menu_target_cam_q );
- q_normalize( menu_cam_q );
- menu_opacity = 0.0f;
+ v3_muladds( center_rough, lookdir, 1.5f, pos );
+ v3_add( (v3f){ 0.0f,0.8f,0.0f}, pos, pos );
+
+ angles[1] = 0.0f;
+ angles[0] = -atan2f( lookdir[0], lookdir[2] );
+
+ /* setup model matrix */
+ v4f qmenu_mdl;
+ q_axis_angle( qmenu_mdl, (v3f){0.0f,1.0f,0.0f}, -angles[0] );
+
+ q_m3x3( qmenu_mdl, menu_mdl_mtx );
+ v3_copy( center_rough, menu_mdl_mtx[3] );
}
- if( enabled_last && !enabled )
+ /* Extra */
{
- m3x3_q( player.camera, menu_target_cam_q );
- v3_copy( player.camera[3], menu_target_cam_pos );
+ v3f delta;
+ v3_sub( btn->pnode->co, (v3f){ 0.0f,1.5f,-1.5f }, delta );
+ v3_normalize( delta );
+
+ float y = atan2f( delta[0], delta[2] ),
+ p = -sinf(delta[1]),
+ dt = vg.frame_delta;
+
+ menu_extra_angles[0] = vg_lerpf( menu_extra_angles[0], y, dt );
+ menu_extra_angles[1] = vg_lerpf( menu_extra_angles[1], p, dt );
+
+ v2_muladds( angles, menu_extra_angles, 0.8f, angles );
+ angles[0] = fmodf( angles[0], VG_TAUf );
+ }
+
+ /* Update camera */
+ {
+ camera_angles[0] = vg_alerpf( camera_angles[0], angles[0], menu_opacity );
+ camera_angles[1] = vg_lerpf ( camera_angles[1], angles[1], menu_opacity );
+ v3_lerp( camera_pos, pos, menu_opacity, camera_pos );
+ camera_update();
}
- float dt = vg.time_delta * 6.0f;
+ float dt = vg.frame_delta * 6.0f;
+ menu_opacity = vg_lerpf( menu_opacity, cl_menu&&!cl_menu_go_away, dt );
+
+ if( menu_opacity <= 0.01f )
+ {
+ cl_menu = 0;
+ cl_menu_go_away = 0;
+ }
- q_nlerp( menu_cam_q, menu_target_cam_q, dt, menu_cam_q );
- v3_lerp( menu_cam_pos, menu_target_cam_pos, dt, menu_cam_pos );
+ vg.time_rate = 1.0-(double)menu_opacity;
- q_m3x3( menu_cam_q, menu_cam );
- v3_copy( menu_cam_pos, menu_cam[3] );
- m4x3_invert_affine( menu_cam, menu_cam_inv );
- menu_opacity = vg_lerpf( menu_opacity, enabled, dt );
+ if( cl_menu )
+ {
+ menu_input_cooldown -= vg.frame_delta;
+ }
+}
- enabled_last = enabled;
+/* https://iquilezles.org/articles/functions/ */
+float expSustainedImpulse( float x, float f, float k )
+{
+ float s = fmaxf(x-f,0.0f);
+ return fminf( x*x/(f*f), 1.0f+(2.0f/f)*s*expf(-k*s));
}
static void menu_render( m4x4f projection )
shader_menu_uPv( projection );
mesh_bind( &menu_glmesh );
- m4x3_identity( mtx );
- shader_menu_uMdl( mtx );
- mesh_draw( &menu_glmesh );
+ for( int i=0; i<vg_list_size(menu_buttons); i++ )
+ {
+ struct menu_button *btn = &menu_buttons[i];
+ float talpha = i==menu_loc? 1.0f: 0.0f,
+ tsize0 = btn->areas & menu_page? 1.0f: 0.0f,
+ tsize1 = i==menu_loc? 0.07f: 0.0f,
+ tsize = tsize0+tsize1;
+
+ btn->falpha = vg_lerpf( btn->falpha, talpha, vg.frame_delta * 14.0f );
+ btn->fsize = vg_lerpf( btn->fsize, tsize, vg.frame_delta * 3.0f );
+
+ /* Colour */
+ v4f vselected = {0.95f*1.3f,0.45f*1.3f,0.095f*1.3f, 1.0f},
+ vnormal = {1.0f,1.0f,1.0f, 1.0f},
+ vcurrent;
+ v4_lerp( vnormal, vselected, btn->falpha, vcurrent );
+ shader_menu_uColour( vcurrent );
+
+ /* Create matrix */
+ m4x3f mtx_size;
+ mdl_node_transform( btn->pnode, mtx );
+ m4x3_mul( menu_mdl_mtx, mtx, mtx );
+ m4x3_identity( mtx_size );
+ m4x3_scale( mtx_size, expSustainedImpulse( btn->fsize, 0.5f, 8.7f) );
+ m4x3_mul( mtx, mtx_size, mtx );
+ shader_menu_uMdl( mtx );
+
+ for( int j=0; j<btn->pnode->submesh_count; j++ )
+ {
+ mdl_submesh *sm =
+ mdl_submesh_from_id( menu_model, btn->pnode->submesh_start+j );
+ mdl_draw_submesh( sm );
+ }
+ }
+
+ /*
for( int i=0; i<menu_model->node_count; i++ )
{
mdl_node *pnode = mdl_node_from_id( menu_model, i );
mdl_submesh_from_id( menu_model, pnode->submesh_start+j );
mdl_node_transform( pnode, mtx );
- m4x3_mul( player.phys.rb.to_world, mtx, mtx );
+ m4x3_mul( menu_mdl_mtx, mtx, mtx );
shader_menu_uMdl( mtx );
mdl_draw_submesh( sm );
}
}
+ */
}
static void menu_free(void *_)
v3f camera_pos, smooth_localcam;
v2f angles;
- m4x3f camera, camera_inverse;
/* animation */
double jump_time;
{
player_do_motion();
}
-
- player_audio(); /* FUTURE: can probably move this to post()
- BUT, it uses deltas from fixed step physics,
- AND this *might* be what we want for realtime
- audio, anyway. */
}
static void player_update_post(void)
if( freecam )
player_freecam();
- player_camera_update();
+ /* CAMERA POSITIONING: LAYER 0 */
+ v2_copy( player.angles, camera_angles );
+ v3_copy( player.camera_pos, camera_pos );
+ camera_update();
+
+ player_audio();
}
static void draw_player( m4x3f cam )
}
static float air = 0.0f;
- air = vg_lerpf(air, phys->in_air? 1.0f: 0.0f, 5.0f*VG_TIMESTEP_FIXED );
+ air = vg_lerpf( air, phys->in_air? 1.0f: 0.0f, 5.0f*vg.time_delta );
/* Spacial info */
v3f ears = { 1.0f,0.0f,0.0f };
v3f delta;
- float *cam = player.camera[3],
+ float *cam = camera_pos,
*pos = phys->rb.co;
audio_player_set_position( &audio_player0, phys->rb.co );
audio_player_set_position( &audio_player_gate, world.render_gate_pos );
audio_player_set_vol( &audio_player_gate, 5.0f );
- v3_sub( phys->rb.co, player.camera[3], delta );
+ v3_sub( phys->rb.co, camera_pos, delta );
v3_normalize( delta );
- m3x3_mulv( player.camera, ears, ears );
+ m3x3_mulv( camera_mtx, ears, ears );
/* TODO, Make function */
v3_copy( ears, vg_audio.listener_ears );
- v3_copy( player.camera[3], vg_audio.listener_pos );
+ v3_copy( camera_pos, vg_audio.listener_pos );
/* Tunnel / occlusion */
- audio_sample_occlusion( player.camera[3] );
+ audio_sample_occlusion( camera_pos );
int sprite_avail = -1;
for( int i=0; i<vg_list_size(ambient_sprites); i++ )
vol1 = air *attn,
vol2 = (1.0f-air)*attn*slide;
- audio_player_set_vol( &audio_player0, vol0 );
- audio_player_set_vol( &audio_player1, vol1 );
- audio_player_set_vol( &audio_player2, vol2 );
+ audio_player_set_vol( &audio_player0, vol0*vg.time_rate );
+ audio_player_set_vol( &audio_player1, vol1*vg.time_rate );
+ audio_player_set_vol( &audio_player2, vol2*vg.time_rate );
float reverb_amt = vol0 * audio_occlusion_current * 0.5f;
audio_player_set_pan( &audio_player3, 0.0f );
- audio_player_set_vol( &audio_player3, reverb_amt );
+ audio_player_set_vol( &audio_player3, reverb_amt*vg.time_rate );
}
#if 0
/*
* Load model from file (.mdl)
*/
-static void player_load_model( const char *name )
+static void player_load_model( const char *name, int replace_mode )
{
char buf[64];
return;
}
- struct player_model temp;
-
- mdl_unpack_glmesh( src, &temp.mesh );
- skeleton_setup( &temp.sk, src );
+ mesh_free( &player.mdl.mesh );
+ mdl_unpack_glmesh( src, &player.mdl.mesh );
- /*
- * Link animations
- */
- struct _load_anim
+ if( !replace_mode )
{
- const char *name;
- struct skeleton_anim **anim;
- }
- anims[] = {
- { "pose_stand", &temp.anim_stand },
- { "pose_highg", &temp.anim_highg },
- { "pose_slide", &temp.anim_slide },
- { "pose_air", &temp.anim_air },
- { "push", &temp.anim_push },
- { "push_reverse", &temp.anim_push_reverse },
- { "ollie", &temp.anim_ollie },
- { "ollie_reverse",&temp.anim_ollie_reverse },
- { "grabs", &temp.anim_grabs },
- { "walk", &temp.anim_walk },
- { "run", &temp.anim_run },
- { "idle_cycle", &temp.anim_idle },
- { "jump", &temp.anim_jump }
- };
-
- for( int i=0; i<vg_list_size(anims); i++ )
- {
- *anims[i].anim = skeleton_get_anim( &temp.sk, anims[i].name );
-
- if( !(*anims[i].anim) )
+ if( !skeleton_setup( &player.mdl.sk, src ) )
{
- vg_error( "Animation '%s' is missing from character '%s'\n",
- anims[i].name, name );
- vg_free( src );
- return;
+ vg_error( "Model: %s\n", buf );
+ vg_fatal_exit_loop( "No skeleton" );
}
- }
- /*
- * Link bones
- */
- struct _load_bone
- {
- const char *name;
- u32 *bone_id;
- }
- bones[] = {
- { "hips", &temp.id_hip },
- { "hand.IK.L", &temp.id_ik_hand_l },
- { "hand.IK.R", &temp.id_ik_hand_r },
- { "elbow.L", &temp.id_ik_elbow_l },
- { "elbow.R", &temp.id_ik_elbow_r },
- { "head", &temp.id_head }
- };
-
- for( int i=0; i<vg_list_size(bones); i++ )
- {
- *bones[i].bone_id = skeleton_bone_id( &temp.sk, bones[i].name );
+ /*
+ * Link animations
+ */
+ struct _load_anim
+ {
+ const char *name;
+ struct skeleton_anim **anim;
+ }
+ anims[] = {
+ { "pose_stand", &player.mdl.anim_stand },
+ { "pose_highg", &player.mdl.anim_highg },
+ { "pose_slide", &player.mdl.anim_slide },
+ { "pose_air", &player.mdl.anim_air },
+ { "push", &player.mdl.anim_push },
+ { "push_reverse", &player.mdl.anim_push_reverse },
+ { "ollie", &player.mdl.anim_ollie },
+ { "ollie_reverse",&player.mdl.anim_ollie_reverse },
+ { "grabs", &player.mdl.anim_grabs },
+ { "walk", &player.mdl.anim_walk },
+ { "run", &player.mdl.anim_run },
+ { "idle_cycle", &player.mdl.anim_idle },
+ { "jump", &player.mdl.anim_jump }
+ };
+
+ for( int i=0; i<vg_list_size(anims); i++ )
+ {
+ *anims[i].anim = skeleton_get_anim( &player.mdl.sk, anims[i].name );
+
+ if( !(*anims[i].anim) )
+ {
+ vg_error( "Animation '%s' is missing from character '%s'\n",
+ anims[i].name, name );
+ vg_free( src );
+ return;
+ }
+ }
- if( !(*bones[i].bone_id) )
+ /*
+ * Link bones
+ */
+ struct _load_bone
{
- vg_error( "Required bone '%s' is missing from character '%s'\n",
- bones[i].name, name );
- vg_free( src );
- return;
+ const char *name;
+ u32 *bone_id;
}
+ bones[] = {
+ { "hips", &player.mdl.id_hip },
+ { "hand.IK.L", &player.mdl.id_ik_hand_l },
+ { "hand.IK.R", &player.mdl.id_ik_hand_r },
+ { "elbow.L", &player.mdl.id_ik_elbow_l },
+ { "elbow.R", &player.mdl.id_ik_elbow_r },
+ { "head", &player.mdl.id_head }
+ };
+
+ for( int i=0; i<vg_list_size(bones); i++ )
+ {
+ *bones[i].bone_id = skeleton_bone_id( &player.mdl.sk, bones[i].name );
+
+ if( !(*bones[i].bone_id) )
+ {
+ vg_error( "Required bone '%s' is missing from character '%s'\n",
+ bones[i].name, name );
+ vg_free( src );
+ return;
+ }
+ }
+
+ player_init_ragdoll( src );
}
- /* swap temp into actual model */
- mesh_free( &player.mdl.mesh );
- player.mdl = temp;
- player_init_ragdoll( src );
vg_free( src );
}
#define PLAYER_PHYSICS_H
#include "player.h"
+#include "camera.h"
static void apply_gravity( v3f vel, float const timestep )
{
v3f lookdir = { 0.0f, 0.0f, -1.0f },
sidedir = { 1.0f, 0.0f, 0.0f };
- m3x3_mulv( player.camera, lookdir, lookdir );
- m3x3_mulv( player.camera, sidedir, sidedir );
+ m3x3_mulv( camera_mtx, lookdir, lookdir );
+ m3x3_mulv( camera_mtx, sidedir, sidedir );
static v3f move_vel = { 0.0f, 0.0f, 0.0f };
if( vg_get_button( "forward" ) )
v3_add( move_vel, player.camera_pos, player.camera_pos );
}
-static void player_camera_update(void)
-{
- /* Update camera matrices */
- v4f qyaw, qpitch, qcam;
- q_axis_angle( qyaw, (v3f){ 0.0f, 1.0f, 0.0f }, -player.angles[0] );
- q_axis_angle( qpitch, (v3f){ 1.0f, 0.0f, 0.0f }, -player.angles[1] );
-
- q_mul( qyaw, qpitch, qcam );
- q_m3x3( qcam, player.camera );
-
- v3_copy( player.camera_pos, player.camera[3] );
- m4x3_invert_affine( player.camera, player.camera_inverse );
-}
-
static int reset_player( int argc, char const *argv[] )
{
struct player_phys *phys = &player.phys;
shader route standard.vs route.fs
shader routeui routeui.vs routeui.fs
shader viewchar standard_skinned.vs viewchar.fs
-shader menu standard.vs unlit.fs
+shader menu standard.vs menu.fs
cd shaders
../bin/linux/tools/shader $target_shaders
""},
.fs =
{
-.orig_file = "../../shaders/unlit.fs",
+.orig_file = "../../shaders/menu.fs",
.static_src =
"out vec4 FragColor;\n"
"\n"
"\n"
"void main()\n"
"{\n"
-" vec3 diffuse = texture( uTexMain, aUv ).rgb;\n"
-" FragColor = vec4( diffuse, 1.0 );\n"
+" vec4 diffuse = texture( uTexMain, aUv );\n"
+"\n"
+" if( diffuse.a < 0.5 )\n"
+" discard;\n"
+"\n"
+" FragColor = vec4( diffuse.rgb, 1.0 ) * uColour;\n"
"}\n"
""},
};