/* Resources */
vg_tex2d tex_norwey = { .path = "textures/norway_foliage.qoi" };
vg_tex2d tex_grid = { .path = "textures/grid.qoi" };
-vg_tex2d tex_road = { .path = "textures/road.qoi" };
+vg_tex2d tex_sky = { .path = "textures/sky.qoi" };
vg_tex2d tex_gradients = { .path = "textures/gradients.qoi",
.flags = VG_TEXTURE_CLAMP };
vg_tex2d *texture_list[] =
&tex_norwey,
&tex_gradients,
&tex_grid,
- &tex_road
+ &tex_sky
};
/* Convars */
static int freecam = 0;
static int debugview = 0;
static int debugsdf = 0;
-static int debugroad = 0;
+static int sv_debugcam = 0;
/* Components */
#include "road.h"
#include "scene.h"
+#include "ik.h"
int main( int argc, char *argv[] )
{
m4x3f world_matrix;
-#if 0
-v3f player.co;
-v3f player.view; /* Relative to pos */
-v3f player.v = { 0.0f, 0.0f, -0.2f };
-float player_yaw;
-v2f player.look_dir;
-v3f player.a;
-#endif
-
static struct gplayer
{
v3f co, v, a;
v4f rot;
+ float vswitch, slip_last;
v3f view;
v2f look_dir; /* TEMP */
m4x3f to_world, to_local;
+
+ glmesh mesh;
+
+ submodel legl,
+ legu,
+ board,
+ torso,
+ wheels;
}
player;
-road_patch road_main;
-scene test_scene;
-scene world_scene;
-scene player_scene;
-u32 world_terrain_count,
- world_road_count;
+static struct gworld
+{
+ glmesh skydome;
+
+ scene foliage, /* Tree shader */
+ geo, /* Std shader, collisions */
+ detail; /* Std shader, no collisions */
+
+ submodel terrain,
+ terrain_rocks,
+ terrain_road;
+}
+world;
static void player_transform_update(void)
{
v3_zero( player.co );
v3_copy( (v3f){ 0.0f, 0.0f, -0.2f }, player.v );
q_identity( player.rot );
+ player.vswitch = 1.0f;
+ player.slip_last = 0.0f;
player_transform_update();
return 0;
{
vg_tex2d_init( texture_list, vg_list_size( texture_list ) );
- road_patch_init( &road_main );
- road_generate( &road_main );
-
vg_convar_push( (struct vg_convar){
.name = "freecam",
.data = &freecam,
});
vg_convar_push( (struct vg_convar){
- .name = "debugview",
- .data = &debugview,
+ .name = "debugcam",
+ .data = &sv_debugcam,
.data_type = k_convar_dtype_i32,
.opt_i32 = { .min=0, .max=1, .clamp=0 },
.persistent = 1
});
vg_convar_push( (struct vg_convar){
- .name = "debugsdf",
- .data = &debugsdf,
+ .name = "debugview",
+ .data = &debugview,
.data_type = k_convar_dtype_i32,
- .opt_i32 = { .min=0, .max=1, .clamp=1 },
+ .opt_i32 = { .min=0, .max=1, .clamp=0 },
.persistent = 1
});
vg_convar_push( (struct vg_convar){
- .name = "debugroad",
- .data = &debugroad,
+ .name = "debugsdf",
+ .data = &debugsdf,
.data_type = k_convar_dtype_i32,
.opt_i32 = { .min=0, .max=1, .clamp=1 },
.persistent = 1
v3f lightDir = { 0.1f, 0.8f, 0.2f };
v3_normalize( lightDir );
- scene_init( &world_scene );
- scene_init( &test_scene );
- scene_init( &player_scene );
- model *world = vg_asset_read( "models/free_dev.mdl" );
- model *test = vg_asset_read( "models/test.mdl" );
+ /* Unpack player */
model *char_dev = vg_asset_read( "models/char_dev.mdl" );
- scene_add_model( &player_scene, char_dev,
- submodel_get( char_dev, "joint" ),
- (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
+ model_unpack( char_dev, &player.mesh );
+ player.legl = *submodel_get( char_dev, "legl" );
+ player.legu = *submodel_get( char_dev, "legu" );
+ player.board = *submodel_get( char_dev, "skateboard" );
+ player.torso = *submodel_get( char_dev, "torso" );
+ player.wheels = *submodel_get( char_dev, "wheels" );
free(char_dev);
+
+ /* Setup scene */
+ scene_init( &world.geo );
+ scene_init( &world.detail );
+ scene_init( &world.foliage );
+
+ model *mworld = vg_asset_read( "models/free_dev.mdl" );
+ model *mtest = vg_asset_read( "models/test.mdl" );
- scene_add_model( &world_scene, world,
- submodel_get( world, "terrain" ),
+ model *msky = vg_asset_read( "models/skydome.mdl" );
+ model_unpack( msky, &world.skydome );
+ free( msky );
+
+ scene_add_model( &world.geo, mworld, submodel_get( mworld, "terrain" ),
(v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
+ scene_copy_slice( &world.geo, &world.terrain );
- int id_tree = submodel_get( test, "tree" ),
- id_groundcover[] =
+ scene_add_model( &world.geo, mworld, submodel_get( mworld, "terrain_rocks" ),
+ (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
+ scene_copy_slice( &world.geo, &world.terrain_rocks );
+
+ submodel *ptree = submodel_get( mtest, "tree" ),
+ *pt_groundcover[] =
{
- submodel_get( test, "bush" ),
- submodel_get( test, "grass" ),
- submodel_get( test, "blubber" ),
- submodel_get( test, "blubber" ),
- submodel_get( test, "blubber" ),
- submodel_get( test, "grassthin" )
+ submodel_get( mtest, "bush" ),
+ submodel_get( mtest, "bush" ),
+ submodel_get( mtest, "blubber" ),
};
/* Sprinkle some trees in the terrain areas */
v3f range;
- v3_sub( world_scene.bbx[1], world_scene.bbx[0], range );
+ v3_sub( world.geo.bbx[1], world.geo.bbx[0], range );
+
+#ifdef VG_RELEASE
+ int const ktree_count = 8000,
+ kfoliage_count = 200000;
+#else
+ int const ktree_count = 200,
+ kfoliage_count = 0;
+#endif
- for( int i=0; i<8000; i++ )
+ for( int i=0; i<ktree_count; i++ )
{
- v3f pos;
+ v3f pos = { vg_randf(), 0.0f, vg_randf() },
+ norm;
+
+ v3_muladd( world.geo.bbx[0], pos, range, pos );
+
+ if( sample_scene_height( &world.geo, pos, norm ) )
+ {
+ if( v3_dot( norm, (v3f){ 0.0f, 1.0f, 0.0f } ) > 0.9f )
+ {
+ scene_add_model( &world.foliage, mtest, ptree,
+ pos, vg_randf() * VG_TAUf, vg_randf() * 0.5f + 0.5f );
+ }
+ }
+ }
- pos[0] = vg_randf();
- pos[1] = 0.0f;
- pos[2] = vg_randf();
- v3_muladd( world_scene.bbx[0], pos, range, pos );
+ for( int i=0; i<kfoliage_count; i++ )
+ {
+ v3f pos = { vg_randf(), 0.0f, vg_randf() },
+ norm;
- if( sample_scene_height( &world_scene, pos ) )
+ v3_muladd( world.geo.bbx[0], pos, range, pos );
+
+ if( sample_scene_height( &world.geo, pos, norm ) )
{
- scene_add_model( &test_scene, test,
- id_tree,
- pos, vg_randf() * VG_TAUf, vg_randf() * 0.5f + 0.5f );
+ if( v3_dot( norm, (v3f){ 0.0f, 1.0f, 0.0f } ) > 0.7f )
+ {
+ scene_add_model( &world.foliage, mtest,
+ pt_groundcover[rand()%vg_list_size(pt_groundcover)],
+ pos, vg_randf() * VG_TAUf, vg_randf() * 0.5f + 0.5f );
+ }
}
}
- world_terrain_count = world_scene.indice_count;
+ scene_add_model( &world.geo, mworld, submodel_get( mworld, "road" ),
+ (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
+ scene_copy_slice( &world.geo, &world.terrain_road );
- scene_add_model( &world_scene, world,
- submodel_get( world, "road" ),
+ scene_add_model( &world.detail, mworld, submodel_get( mworld, "art" ),
(v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
- world_road_count = world_scene.indice_count-world_terrain_count;
- free( test );
- free( world );
+ free( mtest );
+ free( mworld );
-#if 0
- scene_compute_occlusion( &test_scene );
- scene_shadow_gradient( &test_scene, 1, 0.0f, 1.0f );
- scene_shadow_sphere( &test_scene, (v3f){ 0.0f,4.0f,0.0f},
- (v4f){1.0f, 2.0f, 0.0f, 0.0f}, lightDir );
-#endif
+ scene_compute_occlusion( &world.foliage );
- scene_upload( &player_scene );
- scene_upload( &world_scene );
- scene_upload( &test_scene );
+ scene_upload( &world.foliage );
+ scene_upload( &world.geo );
+ scene_upload( &world.detail );
reset_player( 0, NULL );
player_transform_update();
v3_muls( move_vel, 0.75f, move_vel );
v3_add( move_vel, player.view, player.view );
+ }
+
- return;
+ static int in_air = 1;
+
+ v3f ground_pos, ground_norm;
+ v3_copy( player.co, ground_pos );
+
+ if( sample_scene_height( &world.geo, ground_pos, ground_norm ) )
+ {
+#if 0
+ v3f localup;
+ m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, localup );
+ v3_normalize(localup);
+ v3_normalize(ground_norm);
+
+ float angle = v3_dot( localup, ground_norm );
+ v3f axis;
+ v3_cross( localup, ground_norm, axis );
+
+ if( angle < 0.999f && !in_air )
+ {
+ v4f correction;
+ q_axis_angle( correction, axis, acosf(angle) );
+ q_mul( correction, player.rot, player.rot );
+ }
+#endif
}
+ if( freecam )
+ return;
+
+ if( in_air )
+ {
+ v3f pco, pco1, pv;
+
+ float pstep = timestep*10.0f;
+
+ v3f gravity = { 0.0f, -9.6f, 0.0f };
+ v3_copy( player.co, pco );
+ v3_copy( player.v, pv );
+
+ v3f targetn;
+
+ for( int i=0; i<20; i++ )
+ {
+ v3_copy( pco, pco1 );
+ v3_muladds( pv, gravity, pstep, pv );
+ v3_muladds( pco, pv, pstep, pco );
+
+ vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff );
+
+ v3f sh;
+ v3_copy( pco, sh );
+ sample_scene_height( &world.geo, sh, targetn );
+
+ if( sh[1] >= pco[1] )
+ {
+ v3f localup;
+ m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, localup );
+
+ float angle = v3_dot( localup, targetn );
+ v3f axis;
+ v3_cross( localup, targetn, axis );
+
+ if( angle < 0.99f )
+ {
+ v4f correction;
+ q_axis_angle( correction, axis, acosf(angle)*0.1f );
+ q_mul( correction, player.rot, player.rot );
+ }
+
+ break;
+ }
+ }
+
+ if( ground_pos[1] > player.co[1] )
+ {
+ in_air = 0;
+ }
+ }
+
if( vg_get_button( "forward" ) )
{
v3f dir = { 0.0f, 0.0f, -1.0f };
}
/* Get front and back contact points */
- v3f contact_front, contact_back, fwd, fwd1, contact_norm, vup;
+
+ v3f contact_front, contact_back, fwd, fwd1, contact_norm, vup, vside;
+ v3f axis;
m3x3_mulv( player.to_world, (v3f){0.0f,0.0f,-1.0f}, fwd );
- m3x3_mulv( player.to_world, (v3f){0.03f,0.0f,-1.0f}, fwd1 );
+ m4x3_mulv( player.to_world, (v3f){ 0.15f,0.0f,-1.0f}, contact_norm );
+ m4x3_mulv( player.to_world, (v3f){-0.15f,0.0f,-1.0f}, contact_front );
+ m4x3_mulv( player.to_world, (v3f){ 0.00f,0.0f, 1.0f}, contact_back );
m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, vup );
-
- v3_muladds( player.co, fwd, 1.0f, contact_front );
- v3_muladds( player.co, fwd,-1.0f, contact_back );
- v3_muladds( player.co, fwd1, 1.0f, contact_norm );
+ m3x3_mulv( player.to_world, (v3f){1.0f,0.0f,0.0f}, vside );
- sample_scene_height( &world_scene, contact_front );
- sample_scene_height( &world_scene, contact_back );
- sample_scene_height( &world_scene, contact_norm );
+ int all_contacting =
+ sample_scene_height( &world.geo, contact_front, NULL ) &&
+ sample_scene_height( &world.geo, contact_back, NULL ) &&
+ sample_scene_height( &world.geo, contact_norm, NULL );
v3f norm;
v3f v0, v1;
- v3_sub( contact_back, contact_norm, v0 );
- v3_sub( contact_front, contact_norm, v1 );
+ v3_sub( contact_norm, contact_front, v0 );
+ v3_sub( contact_back, contact_front, v1 );
v3_cross( v1, v0, norm );
v3_normalize( norm );
- v3f gravity = { 0.0f, -9.6f, 0.0f };
- v3_muladds( player.v, gravity, timestep, player.v );
+ vg_line( contact_norm, contact_front, 0xff00ff00 );
+ vg_line( contact_back, contact_front, 0xff0000ff );
- v3f ground_pos;
- v3_copy( player.co, ground_pos );
- sample_scene_height( &world_scene, ground_pos );
+ /* Surface alignment */
+ float angle = v3_dot( vup, norm );
+ v3_cross( vup, norm, axis );
- static int in_air = 1;
-
- if( in_air )
+ if( angle < 0.999f && !in_air )
{
- if( ground_pos[1] > player.co[1] )
- in_air = 0;
+ v4f correction;
+ q_axis_angle( correction, axis, acosf(angle) );
+ q_mul( correction, player.rot, player.rot );
}
+
+ v3f gravity = { 0.0f, -9.6f, 0.0f };
+ v3_muladds( player.v, gravity, timestep, player.v );
+
if( !in_air )
{
float resistance = v3_dot( norm, player.v );
{
player.co[1] = (contact_front[1]+contact_back[1])*0.5f;
- vg_line( player.co, contact_front, 0xff00ffff );
- vg_line( player.co, contact_back, 0xff00ffa0 );
-
- /* Create the 'travel' vector */
- v3f travel;
- v3_sub( contact_front, contact_back, travel );
- v3_normalize( travel );
-
- /* Apply gravity */
-#if 0
- float gravity_conversion = -v3_dot( travel, gravity );
- vel[2] += gravity_conversion * substep;
-#endif
-
- /* Get localized (rotated) rigidbody forces
- * -z
- * ^
- * -|-
- * |
- * +z
- */
-
v3f vel;
m3x3_mulv( player.to_local, player.v, vel );
/* Calculate local forces */
- slip = -vel[0] / vel[2];
- float substep = timestep * 0.2f;
+ slip = (-vel[0] / vel[2]) * player.vswitch;
if( fabsf( slip ) > 1.2f )
- {
slip = vg_signf( slip ) * 1.2f;
+
+
+ if( player.slip_last*slip < 0.0f && fabsf(slip) > 0.7f )
+ {
+ vg_warn( "SWITCH\n" );
+ player.vswitch = -player.vswitch;
+ slip = -slip;
}
+
+ player.slip_last = slip;
+
+ float substep = timestep * 0.2f;
for( int i=0; i<5; i++ )
{
else
{
yawamt -= vg_get_axis( "horizontal" ) * 3.6f * timestep;
+
+ v4f pitch;
+ q_axis_angle( pitch, vside, vg_get_axis( "vertical" ) * 3.6f *timestep );
+ q_mul( pitch, player.rot, player.rot );
}
v4f rotate;
v2f ac;
static v3f last_vel = { 0.0f, 0.0f, 0.0f };
- static v3f bob, bob1;
+ static v3f momentum, bob;
v3_sub( player.v, last_vel, player.a );
v3_copy( player.v, last_vel );
- v3_add( bob, player.a, bob );
- bob[0] = vg_clampf( bob[0], -0.4f, 1.0f );
- bob[1] = vg_clampf( bob[1], -0.4f, 1.3f );
- bob[2] = vg_clampf( bob[2], -0.4f, 1.0f );
+ v3_add( momentum, player.a, momentum );
+
+ v3_lerp( momentum, (v3f){0.0f,0.0f,0.0f}, 0.1f, momentum );
+ v3f target;
- v3_lerp( bob, (v3f){ 0.0f, 0.0f, 0.0f }, 0.1f, bob );
- v3_lerp( bob1, bob, 0.1f, bob1 );
+ momentum[0] = vg_clampf( momentum[0], -2.0f, 2.0f );
+ momentum[1] = vg_clampf( momentum[1], -0.2f, 5.0f );
+ momentum[2] = vg_clampf( momentum[2], -2.0f, 2.0f );
+ v3_copy( momentum, target );
+ v3_lerp( bob, target, 0.2f, bob );
+
/* Head */
- head[0] = (-sinf(slip)*0.9f * kheight + bob1[0]*0.6f) * 0.54f;
- head[1] = cosf(slip)*0.9f * kheight +-bob1[1]*1.4f;
+ float lslip = fabsf(slip); //vg_minf( 0.4f, slip );
+ head[0] = 0.0f;//(-sinf(lslip)*0.9f * kheight) * 0.44f;
+ head[1] = (0.3f + cosf(lslip)*0.5f) * kheight;
head[2] = 0.0f;
+ v3f offset;
+ m3x3_mulv( player.to_local, bob, offset );
+ offset[0] *= 0.25f;
+ offset[1] *= -0.25f;
+ offset[2] *= 0.7f;
+ v3_muladds( head, offset, 1.0f, head );
+
+ player_transform_update();
+
m4x3_mulv( player.to_world, head, head );
v3_copy( head, player.view );
- player_transform_update();
+ q_normalize(player.rot);
}
static void debug_grid( v3f at )
}
}
+static void draw_player(void)
+{
+ mesh_bind( &player.mesh );
+ float const kleg_upper = 0.53f,
+ kleg_lower = 0.5f;
+
+ /* Create IK targets */
+ struct ik_basic ik_leg_l = { .l1 = kleg_upper, .l2 = kleg_lower },
+ ik_leg_r = { .l1 = kleg_upper, .l2 = kleg_lower };
+
+ v3f butt, fwd;
+
+ m4x3_mulv( player.to_world, (v3f){ 0.0f,0.16f,-0.4f }, ik_leg_r.end );
+ m4x3_mulv( player.to_world, (v3f){ 0.0f,0.16f, 0.3f }, ik_leg_l.end );
+ m4x3_mulv( player.to_world, (v3f){ -0.6f,0.5f,-0.4f }, ik_leg_r.pole );
+ m4x3_mulv( player.to_world, (v3f){ -0.6f,0.5f,0.35f }, ik_leg_l.pole );
+
+ m3x3_mulv( player.to_world, (v3f){ 0.2f,-0.55f,0.0f}, butt );
+ v3_add( butt, player.view, butt );
+
+ m3x3_mulv( player.to_world, (v3f){0.0f,0.0f,-1.0f}, fwd );
+ v3_muladds( butt, fwd, 0.1f, ik_leg_r.base );
+ v3_muladds( butt, fwd,-0.1f, ik_leg_l.base );
+
+ /* Compute IK */
+ m4x3f mleg_l, mknee_l, mleg_r, mknee_r, mboard;
+
+ ik_basic( &ik_leg_r, mleg_r, mknee_r );
+ ik_basic( &ik_leg_l, mleg_l, mknee_l );
+
+ /* Draw */
+ vg_tex2d_bind( &tex_grid, 0 );
+ scene_tree_sway = 0.0f;
+
+ mesh_bind( &player.mesh );
+ m4x4f mat;
+
+ SHADER_USE(shader_standard_lit);
+
+ glUniformMatrix4fv( SHADER_UNIFORM( shader_standard_lit, "uPv" ),
+ 1, GL_FALSE, (float *)vg_pv );
+ glUniform1i( SHADER_UNIFORM( shader_standard_lit, "uTexMain" ), 0 );
+ vg_tex2d_bind( &tex_grid, 0 );
+
+ GLint kuMdl = SHADER_UNIFORM( shader_standard_lit, "uMdl" );
+
+ float kscale = 0.7f;
+ glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"),
+ 0.9f*kscale,0.6f*kscale,0.1f*kscale,1.0f );
+
+ m4x3_expand( player.to_world, mat );
+ glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat );
+ submodel_draw( &player.board );
+
+ glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"),
+ 0.2f*kscale,0.3f*kscale,1.0f*kscale,1.0f );
+ submodel_draw( &player.wheels );
+
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE);
+ glBlendEquation(GL_FUNC_ADD);
+ glDisable( GL_DEPTH_TEST );
+ glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"),
+ 0.2f*kscale,0.3f*kscale,1.0f*kscale,0.2f );
+
+ m4x3_expand( mleg_l, mat );
+ glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat );
+ submodel_draw( &player.legu );
+
+ m4x3_expand( mknee_l, mat );
+ glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat );
+ submodel_draw( &player.legl );
+
+ m4x3_expand( mleg_r, mat );
+ glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat );
+ submodel_draw( &player.legu );
+
+ m4x3_expand( mknee_r, mat );
+ glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat );
+ submodel_draw( &player.legl );
+
+ m4x3f mbutt;
+ m3x3_copy( player.to_world, mbutt );
+ v3_copy( butt, mbutt[3] );
+
+ m4x3_expand( mbutt, mat );
+ glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat );
+ submodel_draw( &player.torso );
+
+ glDisable(GL_BLEND);
+ glEnable( GL_DEPTH_TEST );
+}
+
void vg_render(void)
{
glViewport( 0,0, vg_window_x, vg_window_y );
glDisable( GL_DEPTH_TEST );
glClearColor( 0.1f, 0.0f, 0.2f, 1.0f );
+ glClearColor(141.0f/255.0f, 176.0f/255.0f, 215.0f/255.0f,1.0f);
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
v3f pos_inv;
m4x3_identity( world_matrix );
m4x3_rotate_x( world_matrix,
- freecam? player.look_dir[1]: 0.3f+shake[1]*0.04f );
+ freecam? player.look_dir[1]: 0.5f+shake[1]*0.04f );
m4x3_rotate_y( world_matrix, player.look_dir[0]+shake[0]*0.02f );
m4x3_translate( world_matrix, pos_inv );
0.01f, 1000.0f );
m4x4_mul( vg_pv, world_4x4, vg_pv );
- if( debugroad )
- draw_road_patch_dev( &road_main );
-
vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 1.0f, 0.0f, 0.0f }, 0xffff0000 );
vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 1.0f, 0.0f }, 0xff00ff00 );
vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 0.0f, 1.0f }, 0xff0000ff );
- v3f board_fwd = { 0.0f, 0.0f, -1.0f };
- v3f board_side = { 1.0f, 0.0f, 0.0f };
+ glEnable( GL_DEPTH_TEST );
+
+ scene_foliage_shader_use();
+ m4x4f temp1;
+ m4x4_identity( temp1 );
+ glUniformMatrix4fv( SHADER_UNIFORM( shader_debug_vcol, "uMdl" ),
+ 1, GL_FALSE, (float *)temp1 );
- m3x3_mulv( player.to_world, board_fwd, board_fwd );
- m3x3_mulv( player.to_world, board_side, board_side );
+ vg_tex2d_bind( &tex_norwey, 0 );
+ scene_tree_sway = 0.1f;
- v3f bnw, bne, bse, bsw;
+ scene_bind( &world.foliage );
+ scene_draw( &world.foliage );
+ if( debugsdf )
+ scene_debugsdf( &world.foliage );
- v3_muladds( player.co, board_fwd, 0.75f, bnw );
- v3_muladds( player.co, board_fwd, -0.75f, bsw );
- v3_muladds( bnw, board_side, 0.1f, bne );
- v3_muladds( bnw, board_side, -0.1f, bnw );
- v3_muladds( bsw, board_side, 0.1f, bse );
- v3_muladds( bsw, board_side, -0.1f, bsw );
-
- vg_line( bnw, bne, 0xff00ff00 );
- vg_line( bne, bse, 0xff00ff00 );
- vg_line( bse, bsw, 0xff00ff00 );
- vg_line( bsw, bnw, 0xff00ff00 );
+ SHADER_USE(shader_unlit);
+ m4x4f temp2;
+ m4x4_identity(temp2);
+ //m4x4_translate( temp2, player.co );
+ glUniformMatrix4fv( SHADER_UNIFORM( shader_unlit, "uMdl" ),
+ 1, GL_FALSE, (float *)temp2 );
+ glUniformMatrix4fv( SHADER_UNIFORM( shader_unlit, "uPv" ),
+ 1, GL_FALSE, (float *)vg_pv );
- glEnable( GL_DEPTH_TEST );
+ glUniform1i( SHADER_UNIFORM( shader_unlit, "uTexMain" ), 0 );
+ vg_tex2d_bind( &tex_sky, 0 );
- SHADER_USE( shader_debug_vcol );
- m4x3f temp;
- m4x4f temp1;
+ SHADER_USE(shader_standard_lit);
- vg_tex2d_bind( &tex_grid, 0 );
- scene_tree_sway = 0.0f;
+ glUniformMatrix4fv( SHADER_UNIFORM( shader_standard_lit, "uPv" ),
+ 1, GL_FALSE, (float *)vg_pv );
+ glUniform1i( SHADER_UNIFORM( shader_standard_lit, "uTexMain" ), 0 );
- m4x3_identity( temp );
- m4x3_expand( temp, temp1 );
- glUniformMatrix4fv( SHADER_UNIFORM( shader_debug_vcol, "uMdl" ),
+ glUniformMatrix4fv( SHADER_UNIFORM( shader_standard_lit, "uMdl" ),
1, GL_FALSE, (float *)temp1 );
- scene_draw( &player_scene, -1, 0 );
+
+ vg_tex2d_bind( &tex_grid, 0 );
+
+ scene_bind( &world.geo );
+ glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"),
+ 0.2f,0.36f,0.25f,1.0f );
+ submodel_draw( &world.terrain );
+
+ glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"),
+ 0.2f,0.2f,0.21f,1.0f );
+ submodel_draw( &world.terrain_rocks );
+
+ glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"),
+ 0.4f,0.4f,0.4f,1.0f );
+ submodel_draw( &world.terrain_road );
- m4x3_identity( temp );
- m4x3_expand( temp, temp1 );
- glUniformMatrix4fv( SHADER_UNIFORM( shader_debug_vcol, "uMdl" ),
- 1, GL_FALSE, (float *)temp1 );
+ scene_bind( &world.detail );
+ scene_draw( &world.detail );
- vg_tex2d_bind( &tex_norwey, 0 );
- scene_tree_sway = 0.1f;
- scene_draw( &test_scene, -1, 0 );
+ draw_player();
- vg_tex2d_bind( &tex_grid, 0 );
- scene_tree_sway = 0.0f;
- scene_draw( &world_scene, world_terrain_count, 0 );
+ glDisable( GL_DEPTH_TEST );
+ vg_lines_drawall( (float *)vg_pv );
+
+ /* Debugger camera */
+ glViewport( 0,0, 512, 512 );
+ glClearColor( 0.1f, 0.0f, 0.2f, 1.0f );
+ glClear( GL_DEPTH_BUFFER_BIT );
+
+ m4x3_identity( world_matrix );
- vg_tex2d_bind( &tex_road, 0 );
- scene_draw( &world_scene, world_road_count, world_terrain_count );
+ v3f debugcam;
+ v3_negate( player.co, debugcam );
+ debugcam[2] -= 2.0f;
+ debugcam[1] -= 0.7f;
+
+ m4x3_translate( world_matrix, debugcam );
+ m4x3_expand( world_matrix, world_4x4 );
+
+ m4x4_projection( vg_pv,
+ 100.0f,
+ (float)128.0f / (float)128.0f,
+ 0.01f, 1000.0f );
+ m4x4_mul( vg_pv, world_4x4, vg_pv );
+
+ if(sv_debugcam)
+ {
+ glEnable( GL_DEPTH_TEST );
+ draw_player();
+ }
glDisable( GL_DEPTH_TEST );
+ vg_lines_drawall( (float *)vg_pv );
+
+ glViewport( 0,0, vg_window_x, vg_window_y );
}
void vg_ui(void)
-typedef struct model model;
-typedef struct submodel submodel;
-typedef struct model_vert model_vert;
-typedef struct scene scene;
-typedef struct sdf_primative sdf_primative;
-typedef enum esdf_type esdf_type;
+#include "vg/vg.h"
+#include "model.h"
GLuint tex_dual_noise;
-#pragma pack(push,1)
-struct model
-{
- u32 identifier;
-
- u32 vertex_count,
- indice_count,
- layer_count;
-};
-
-struct sdf_primative
-{
- v4f origin; /* xyz, yaw */
- /* Cone:
- x base scale
- y height
- */
- v4f info;
-};
-
-struct submodel
-{
- u32 indice_start,
- indice_count,
- vertex_start,
- vertex_count;
-
- boxf bbx;
- sdf_primative sdf;
-
- enum esdf_type
- {
- k_sdf_none = 0,
- k_sdf_cone,
- k_sdf_sphere,
- k_sdf_box
- }
- sdf_type;
-
- char name[32];
-};
-
-struct model_vert
-{
- v3f co,
- norm;
- v4f colour;
- v2f uv;
-};
-#pragma pack(pop)
-
struct scene
{
- GLuint vao, vbo, ebo;
+ glmesh mesh;
model_vert *verts;
u32 *indices;
u32 shadower_count,
shadower_cap;
+
+ submodel submesh;
};
static void scene_init( scene *pscene )
pscene->shadowers = NULL;
pscene->shadower_count = 0;
pscene->shadower_cap = 0;
+ pscene->submesh.indice_start = 0;
+ pscene->submesh.indice_count = 0;
v3_fill( pscene->bbx[0], 999999.9f );
v3_fill( pscene->bbx[1], -999999.9f );
"return f;" \
"}"
-SHADER_DEFINE( shader_debug_vcol,
- "layout (location=0) in vec3 a_co;"
- "layout (location=1) in vec3 a_norm;"
- "layout (location=2) in vec4 a_colour;"
+#define VERTEX_STANDARD_ATTRIBUTES \
+ "layout (location=0) in vec3 a_co;" \
+ "layout (location=1) in vec3 a_norm;" \
+ "layout (location=2) in vec4 a_colour;" \
"layout (location=3) in vec2 a_uv;"
- ""
+
+SHADER_DEFINE( shader_debug_vcol,
+
+ /*Include*/ VERTEX_STANDARD_ATTRIBUTES
+
"uniform mat4 uPv;"
"uniform mat4 uMdl;"
"uniform float uTime;"
"uniform sampler2D uTexMain;"
"uniform sampler2D uTexGradients;"
""
- /* Include */ SHADER_VALUE_NOISE_3D
+ /*Include*/ SHADER_VALUE_NOISE_3D
""
"in vec4 aColour;"
"in vec2 aUv;"
"}"
"if( uMode == 7 )"
"{"
- "if( diffuse.a < 0.45 ) discard;"
- "float lighting = 1.0 - aColour.g;"
+ "if( diffuse.a < 0.2 ) discard;"
+ "float lighting = 1.0 - aColour.g*0.8;"
+
+ "float light1 = max(0.0,dot(-vec3(0.5,-0.8,0.25), aNorm));"
+ "float light2 = max(0.0,dot(-vec3(-0.8,0.5,-0.25), aNorm));"
+ "vec3 lt = vec3(0.2,0.2,0.2 ) + "
+ "vec3(1.0,1.0,0.9)*light1 + "
+ "vec3(0.1,0.3,0.4 )*light2;"
+
+
"colour = vec4(vec3(pow(lighting,1.6)*(diffuse.r*0.7+0.5)),1.0);"
+ "colour = vec4(colour.rgb*lt,1.0);"
+
+ "vec2 gradUV = vec2(lighting*1.9,aColour.b*0.8);"
+ "vec4 gradient_sample = texture( uTexGradients, gradUV );"
+ "colour = colour*gradient_sample;"
"}"
"if( uMode == 8 )"
"{"
"light = pow(light,1.6)*(diffuse.r*0.7+0.5);"
"float r1 = fractalNoise(aCo*0.01);"
- "vec2 gradUV = vec2(light*1.9,r1+aColour.b*0.1);"
+ "vec2 gradUV = vec2(light*1.9,r1+aColour.b);"
"vec4 gradient_sample = texture( uTexGradients, gradUV );"
- "colour = aColour*light;"
+ "colour = gradient_sample*light;"
"}"
"FragColor = colour;"
"uTime", "uSwayAmt", "uMdl" })
)
-/*
- * Helper functions for file offsets
- */
-static submodel *model_get_submodel( model *mdl, int id )
-{
- return ((submodel*)(mdl+1)) + id;
-}
+SHADER_DEFINE( shader_standard_lit,
-static model_vert *model_vertex_base( model *mdl )
-{
- return (model_vert *)model_get_submodel( mdl, mdl->layer_count );
-}
+ /*Include*/ VERTEX_STANDARD_ATTRIBUTES
-static u32 *model_indice_base( model *mdl )
-{
- return (u32 *)(model_vertex_base( mdl ) + mdl->vertex_count);
-}
+ "uniform mat4 uPv;"
+ "uniform mat4 uMdl;"
+ ""
+ "out vec4 aColour;"
+ "out vec2 aUv;"
+ "out vec3 aNorm;"
+ "out vec3 aCo;"
+ ""
+ "void main()"
+ "{"
+ "gl_Position = uPv * uMdl * vec4( a_co, 1.0 );"
+ "aColour = a_colour;"
+ "aUv = a_uv;"
+ "aNorm = mat3(uMdl) * a_norm;"
+ "aCo = a_co;"
+ "}",
+ /* Fragment */
+ "out vec4 FragColor;"
+ ""
+ "uniform sampler2D uTexMain;"
+ "uniform vec4 uColour;"
+ ""
+ "in vec4 aColour;"
+ "in vec2 aUv;"
+ "in vec3 aNorm;"
+ "in vec3 aCo;"
+ ""
+ "void main()"
+ "{"
+ "vec3 diffuse = texture( uTexMain, aUv ).rgb;"
-static model_vert *submodel_vert_data( model *mdl, submodel *sub )
-{
- return model_vertex_base(mdl) + sub->vertex_start;
-}
+ "float light1 = max(0.0,dot(-vec3(0.5,-0.8,0.25), aNorm));"
+ "float light2 = max(0.0,dot(-vec3(-0.8,0.5,-0.25), aNorm));"
+ "diffuse += vec3(0.2,0.2,0.2 ) + "
+ "vec3(1.0,1.0,0.9)*light1 + "
+ "vec3(0.1,0.3,0.4 )*light2;"
-static u32 *submodel_indice_data( model *mdl, submodel *sub )
-{
- return model_indice_base(mdl) + sub->indice_start;
-}
+ "FragColor = vec4((diffuse*uColour.rgb),"
+ "aColour.a*uColour.a);"
+ "}"
+ ,
+ UNIFORMS({ "uColour","uTexMain","uPv","uMdl" })
+)
-/* Returns -1 if not found */
-static int submodel_get( model *mdl, const char *name )
-{
- for( int i=0; i<mdl->layer_count; i++ )
- {
- if( !strcmp( model_get_submodel(mdl,i)->name, name ))
- {
- return i;
- }
- }
-
- return -1;
-}
+SHADER_DEFINE( shader_unlit,
+
+ /*Include*/ VERTEX_STANDARD_ATTRIBUTES
+
+ "uniform mat4 uPv;"
+ "uniform mat4 uMdl;"
+ ""
+ "out vec4 aColour;"
+ "out vec2 aUv;"
+ "out vec3 aNorm;"
+ "out vec3 aCo;"
+ ""
+ "void main()"
+ "{"
+ "gl_Position = uPv * uMdl * vec4( a_co, 1.0 );"
+ "aColour = a_colour;"
+ "aUv = a_uv;"
+ "aNorm = mat3(uMdl) * a_norm;"
+ "aCo = a_co;"
+ "}",
+ /* Fragment */
+ "out vec4 FragColor;"
+ ""
+ "uniform sampler2D uTexMain;"
+ "uniform vec4 uColour;"
+ ""
+ "in vec4 aColour;"
+ "in vec2 aUv;"
+ "in vec3 aNorm;"
+ "in vec3 aCo;"
+ ""
+ "void main()"
+ "{"
+ "vec3 diffuse = texture( uTexMain, aUv ).rgb;"
+ "FragColor = vec4(pow(diffuse,vec3(1.0/2.2)),1.0);"
+ "}"
+ ,
+ UNIFORMS({ "uTexMain", "uPv", "uMdl" })
+)
static void *buffer_reserve( void *buffer, u32 count, u32 *cap, u32 amount,
size_t emsize )
/*
* Append a model into the scene with a given transform
*/
-static void scene_add_model( scene *pscene, model *mdl, int id,
+static void scene_add_model( scene *pscene, model *mdl, submodel *submodel,
v3f pos, float yaw, float scale )
{
- submodel *submodel = model_get_submodel( mdl, id );
-
pscene->verts = buffer_reserve( pscene->verts, pscene->vertex_count,
&pscene->vertex_cap, submodel->vertex_count, sizeof(model_vert) );
pscene->indices = buffer_reserve( pscene->indices, pscene->indice_count,
pscene->indice_count += submodel->indice_count;
}
+static void scene_copy_slice( scene *pscene, submodel *sm )
+{
+ sm->indice_start = pscene->submesh.indice_start;
+ sm->indice_count = pscene->indice_count - sm->indice_start;
+
+ pscene->submesh.indice_start = pscene->indice_count;
+}
+
static void scene_shadow_sphere( scene *pscene, v3f sphere,
v4f params, v3f lightdir )
{
}
/* Temporary */
-static int sample_scene_height( scene *pscene, v3f pos )
+static int sample_scene_height( scene *pscene, v3f pos, v3f norm )
{
for( int i=0; i<pscene->indice_count/3; i++ )
{
u32 *tri = &pscene->indices[i*3];
+
+ float *pA = pscene->verts[tri[0]].co,
+ *pB = pscene->verts[tri[1]].co,
+ *pC = pscene->verts[tri[2]].co;
float height;
- if( triangle_raycast(
- pscene->verts[ tri[0] ].co,
- pscene->verts[ tri[1] ].co,
- pscene->verts[ tri[2] ].co, pos, &height ))
+ if( triangle_raycast( pA, pB, pC, pos, &height ))
{
pos[1] = height;
+
+ if( norm )
+ {
+ v3f v0, v1;
+ v3_sub( pA, pB, v0 );
+ v3_sub( pC, pB, v1 );
+ v3_cross( v1, v0, norm );
+ v3_normalize( norm );
+ }
+
return 1;
}
}
static void scene_upload( scene *pscene )
{
- glGenVertexArrays( 1, &pscene->vao );
- glGenBuffers( 1, &pscene->vbo );
- glGenBuffers( 1, &pscene->ebo );
- glBindVertexArray( pscene->vao );
-
- glBindBuffer( GL_ARRAY_BUFFER, pscene->vbo );
- glBufferData( GL_ARRAY_BUFFER, pscene->vertex_count*sizeof(model_vert),
- pscene->verts, GL_STATIC_DRAW );
-
- glBindVertexArray( pscene->vao );
- glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, pscene->ebo );
- glBufferData( GL_ELEMENT_ARRAY_BUFFER, pscene->indice_count*sizeof(u32),
- pscene->indices, GL_STATIC_DRAW );
-
- glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE,
- sizeof(model_vert), (void*)0 );
- glEnableVertexAttribArray( 0 );
-
- glVertexAttribPointer( 1, 3, GL_FLOAT, GL_FALSE,
- sizeof(model_vert), (void *)offsetof(model_vert, norm) );
- glEnableVertexAttribArray( 1 );
-
- glVertexAttribPointer( 2, 4, GL_FLOAT, GL_FALSE,
- sizeof(model_vert), (void *)offsetof(model_vert, colour) );
- glEnableVertexAttribArray( 2 );
-
- glVertexAttribPointer( 3, 2, GL_FLOAT, GL_FALSE,
- sizeof(model_vert), (void *)offsetof(model_vert, uv) );
- glEnableVertexAttribArray( 3 );
-
- VG_CHECK_GL();
+ mesh_upload( &pscene->mesh,
+ pscene->verts, pscene->vertex_count,
+ pscene->indices, pscene->indice_count );
vg_info( "Scene upload\n" );
vg_info( " indices:%u\n", pscene->indice_count );
}
float scene_tree_sway = 0.1f;
-static void scene_draw( scene *pscene, int count, int start )
+
+static void scene_foliage_shader_use(void)
{
SHADER_USE( shader_debug_vcol );
glUniform1f( SHADER_UNIFORM( shader_debug_vcol, "uTime" ), vg_time );
glUniform1f( SHADER_UNIFORM( shader_debug_vcol, "uSwayAmt" ),
scene_tree_sway );
+}
- glBindVertexArray( pscene->vao );
+static void scene_bind( scene *pscene )
+{
+ mesh_bind( &pscene->mesh );
+}
- if( count == -1 )
- {
- glDrawElements( GL_TRIANGLES, pscene->indice_count,
- GL_UNSIGNED_INT,
- (void *)0
- );
- }
- else
- {
- glDrawElements( GL_TRIANGLES, count,
- GL_UNSIGNED_INT,
- (void *)(start*sizeof(u32))
- );
- }
+static void scene_draw( scene *pscene )
+{
+ mesh_drawn( 0, pscene->indice_count );
+}
- if( debugsdf )
+static void scene_debugsdf( scene *pscene )
+{
+ for( int i=0; i<pscene->shadower_count; i++ )
{
- for( int i=0; i<pscene->shadower_count; i++ )
- {
- struct shadower *shadower = &pscene->shadowers[i];
+ struct shadower *shadower = &pscene->shadowers[i];
- v3f base, side;
- v3_copy( shadower->sdf.origin, base );
- base[1] -= shadower->sdf.info[1];
- v3_copy( base, side );
- side[0] += shadower->sdf.info[0];
+ v3f base, side;
+ v3_copy( shadower->sdf.origin, base );
+ base[1] -= shadower->sdf.info[1];
+ v3_copy( base, side );
+ side[0] += shadower->sdf.info[0];
- vg_line2( shadower->sdf.origin, base, 0xff00ff00, 0xff0000ff );
- vg_line2( side, base, 0xff00ff00, 0xff0000ff );
- vg_line( side, shadower->sdf.origin, 0xff00ff00 );
- }
+ vg_line2( shadower->sdf.origin, base, 0xff00ff00, 0xff0000ff );
+ vg_line2( side, base, 0xff00ff00, 0xff0000ff );
+ vg_line( side, shadower->sdf.origin, 0xff00ff00 );
+ }
- v3f p0 = { pscene->bbx[0][0], pscene->bbx[0][1], pscene->bbx[0][2] },
- p1 = { pscene->bbx[0][0], pscene->bbx[1][1], pscene->bbx[0][2] },
- p2 = { pscene->bbx[1][0], pscene->bbx[1][1], pscene->bbx[0][2] },
- p3 = { pscene->bbx[1][0], pscene->bbx[0][1], pscene->bbx[0][2] },
+ v3f p0 = { pscene->bbx[0][0], pscene->bbx[0][1], pscene->bbx[0][2] },
+ p1 = { pscene->bbx[0][0], pscene->bbx[1][1], pscene->bbx[0][2] },
+ p2 = { pscene->bbx[1][0], pscene->bbx[1][1], pscene->bbx[0][2] },
+ p3 = { pscene->bbx[1][0], pscene->bbx[0][1], pscene->bbx[0][2] },
- p4 = { pscene->bbx[0][0], pscene->bbx[0][1], pscene->bbx[1][2] },
- p5 = { pscene->bbx[0][0], pscene->bbx[1][1], pscene->bbx[1][2] },
- p6 = { pscene->bbx[1][0], pscene->bbx[1][1], pscene->bbx[1][2] },
- p7 = { pscene->bbx[1][0], pscene->bbx[0][1], pscene->bbx[1][2] };
-
- u32 col = 0xffff00c8;
- vg_line( p0, p1, col );
- vg_line( p1, p2, col );
- vg_line( p2, p3, col );
- vg_line( p3, p0, col );
-
- vg_line( p4, p5, col );
- vg_line( p5, p6, col );
- vg_line( p6, p7, col );
- vg_line( p7, p4, col );
-
- vg_line( p0, p4, col );
- vg_line( p1, p5, col );
- vg_line( p2, p6, col );
- vg_line( p3, p7, col );
- }
+ p4 = { pscene->bbx[0][0], pscene->bbx[0][1], pscene->bbx[1][2] },
+ p5 = { pscene->bbx[0][0], pscene->bbx[1][1], pscene->bbx[1][2] },
+ p6 = { pscene->bbx[1][0], pscene->bbx[1][1], pscene->bbx[1][2] },
+ p7 = { pscene->bbx[1][0], pscene->bbx[0][1], pscene->bbx[1][2] };
+
+ u32 col = 0xffff00c8;
+ vg_line( p0, p1, col );
+ vg_line( p1, p2, col );
+ vg_line( p2, p3, col );
+ vg_line( p3, p0, col );
+
+ vg_line( p4, p5, col );
+ vg_line( p5, p6, col );
+ vg_line( p6, p7, col );
+ vg_line( p7, p4, col );
+
+ vg_line( p0, p4, col );
+ vg_line( p1, p5, col );
+ vg_line( p2, p6, col );
+ vg_line( p3, p7, col );
}
static void scene_register(void)
{
SHADER_INIT( shader_debug_vcol );
+ SHADER_INIT( shader_standard_lit );
+ SHADER_INIT( shader_unlit );
}