medium sized dollop
authorhgn <hgodden00@gmail.com>
Thu, 6 Oct 2022 04:32:19 +0000 (05:32 +0100)
committerhgn <hgodden00@gmail.com>
Thu, 6 Oct 2022 04:32:19 +0000 (05:32 +0100)
29 files changed:
.lsan_suppress.txt [new file with mode: 0644]
audio.h
build.sh
character.h [deleted file]
common.h
gate.h [deleted file]
highscores.h
main.c
model.h
models_src/mp_dev.mdl
network.h
player.h
player_animation.h
player_audio.h
player_model.h
render.h
rigidbody.h
scene.h
shaders.sh
skeleton.h
steam.h
world.h
world_audio.h [deleted file]
world_gate.h [new file with mode: 0644]
world_gen.h
world_render.h
world_routes.h
world_sfd.h
world_water.h

diff --git a/.lsan_suppress.txt b/.lsan_suppress.txt
new file mode 100644 (file)
index 0000000..ac3baee
--- /dev/null
@@ -0,0 +1,7 @@
+leak:libGL.so
+leak:libGLX_nvidia.so
+leak:__interceptor_malloc
+leak:__interceptor_calloc
+leak:__interceptor_realloc
+leak:__interceptor_posix_memalign
+leak:libnvidia-glcore.so
diff --git a/audio.h b/audio.h
index 25f3aa839020f8f3acb1e34896ca7c5a922d1eeb..f6baa201a409e29d8f79d88f3f2ad2b0dc259132 100644 (file)
--- a/audio.h
+++ b/audio.h
@@ -120,7 +120,7 @@ audio_player audio_player_gate =
    .name = "Gate"
 };
 
-static void audio_init(void)
+static int audio_init(void)
 {
    audio_player_init( &audio_player0 );
    audio_player_init( &audio_player1 );
@@ -160,7 +160,7 @@ static void audio_init(void)
    audio_player_set_flags( &ambient_sprites[2], AUDIO_FLAG_SPACIAL_3D );
    audio_player_set_flags( &ambient_sprites[3], AUDIO_FLAG_SPACIAL_3D );
    audio_player_set_vol( &ambient_player, 1.0f );
-   audio_player_set_vol( &audio_player_gate, 5.0f );
+   audio_player_set_vol( &audio_player_gate, 0.0f );
    audio_player_set_vol( &audio_player_extra, 1.0f );
 
    audio_player_playclip( &audio_player0, &audio_board[0] );
@@ -187,10 +187,14 @@ static void audio_init(void)
       .opt_f32 = { .clamp = 0 },
       .persistent = 1
    });
+
+   return 1;
 }
 
-static void audio_free(void)
+static void audio_free(void*_)
 {
+   /* TODO! */
+   vg_warn( "UNIMPLEMENTED: audio_free()\n" );
 }
 
 static void audio_sample_occlusion( v3f origin )
@@ -202,6 +206,7 @@ static void audio_sample_occlusion( v3f origin )
 
    int lv = 0;
    v3f last;
+   v3_zero(last);
 
    for( int i=0; i<sample_count; i++ )
    {
index 63e00b2210f3f48f4d9b65044dfe5d9360b5bca8..1bf5fdde0532db350608e3419d4640df80bcdab5 100755 (executable)
--- a/build.sh
+++ b/build.sh
@@ -239,5 +239,8 @@ vg_command(){
    esac
 }
 
+lsan_file=$(realpath ".lsan_suppress.txt")
+export LSAN_OPTIONS="suppressions=$lsan_file"
+
 vg_command debug
 source vg/vg_build.sh
diff --git a/character.h b/character.h
deleted file mode 100644 (file)
index df05295..0000000
+++ /dev/null
@@ -1,995 +0,0 @@
-#ifndef CHARACTER_H
-#define CHARACTER_H
-
-#include "common.h"
-#include "model.h"
-#include "scene.h"
-#include "world.h"
-#include "ik.h"
-#include "rigidbody.h"
-#include "render.h"
-#include "shaders/character.h"
-
-vg_tex2d tex_pallet = { .path = "textures/ch_gradient.qoi" };
-
-static void character_register(void)
-{
-   shader_character_register();
-}
-
-static void character_init(void)
-{
-   vg_tex2d_init( (vg_tex2d *[]){ &tex_pallet }, 1 );
-}
-
-#define FOREACH_PART(FN) \
-   FN( foot_l ) \
-   FN( foot_r ) \
-   FN( sock_l ) \
-   FN( sock_r ) \
-   FN( body0 ) \
-   FN( body1 ) \
-   FN( neck ) \
-   FN( head ) \
-   FN( arm_l0 ) \
-   FN( arm_l1 ) \
-   FN( hand_l ) \
-   FN( arm_r0 ) \
-   FN( arm_r1 ) \
-   FN( hand_r ) \
-   FN( leg_l0 ) \
-   FN( leg_l1 ) \
-   FN( leg_r0 ) \
-   FN( leg_r1 ) \
-   FN( wf ) \
-   FN( wb ) \
-   FN( board ) \
-
-#define MAKE_ENUM(ENUM) k_chpart_##ENUM,
-#define MAKE_STRING(STR) #STR,
-#define ADD_ONE(_) +1
-#define PART_COUNT FOREACH_PART(ADD_ONE)
-
-
-enum character_part
-{
-   FOREACH_PART( MAKE_ENUM )
-};
-
-static const char *character_part_strings[] =
-{
-   FOREACH_PART( MAKE_STRING )
-};
-
-struct character
-{
-   glmesh mesh;
-   
-   mdl_submesh parts[ PART_COUNT ];
-   v3f origins[ PART_COUNT ];
-   m4x3f matrices[ PART_COUNT ];
-   
-   /* Auxillary information */
-   v3f offsets[ PART_COUNT ];
-   rigidbody ragdoll[ PART_COUNT ];
-
-   /* 
-    * Controls
-    *  note: - base nodes of IK structures will be filled automatically 
-    *        - all positions are in local space to the mroot
-    */
-   struct ik_basic ik_arm_l, ik_arm_r,
-                   ik_leg_l, ik_leg_r,
-                   ik_body;
-   v3f cam_pos;
-
-   v4f qhead;
-   float rhip, rcollar, /* twist of hip and collar controls,
-                           these act in the local +y axis of the part */
-         rhead,
-         rfootl, rfootr,
-         rhandl, rhandr;
-
-   v3f ground_normal;   /* Feet will be aligned to this */
-   m4x3f mroot;
-
-   int shoes[2];
-};
-
-static void character_offset( struct character *ch, enum character_part parent,
-      enum character_part child )
-{
-   v3_sub( ch->origins[ child ], ch->origins[ parent ], 
-         ch->offsets[ child ] );
-}
-
-static int character_load( struct character *ch, const char *name )
-{
-   char buf[64];
-
-   snprintf( buf, sizeof(buf)-1, "models/%s.mdl", name );
-   mdl_header *src = mdl_load( buf );
-
-   if( !src )
-      return 0;
-   
-   int error_count = 0;
-
-   for( int i=0; i<PART_COUNT; i++ )
-   {
-      snprintf( buf, sizeof(buf)-1, "%s_%s", name, character_part_strings[i] );
-      mdl_node *pnode = mdl_node_from_name( src, buf );
-
-      memset( &ch->parts[i], 0, sizeof(mdl_submesh) );
-      v3_zero( ch->origins[i] );
-
-      if( !pnode )
-      {
-         vg_warn( "Character file does not contain an '_%s' part.\n",
-               character_part_strings[i] );
-         error_count ++;
-         continue;
-      }
-
-      mdl_submesh *sm = mdl_node_submesh( src, pnode, 0 );
-      
-      if( !sm )
-      {
-         vg_warn( "Character file's '_%s' part has no mesh.\n", 
-               character_part_strings[i] );
-         error_count ++;
-         continue;
-      }
-
-      ch->parts[i] = *sm;
-      v3_copy( pnode->co, ch->origins[i] );
-   }
-
-   mdl_unpack_glmesh( src, &ch->mesh );
-   
-   if( !error_count )
-      vg_success( "Loaded character file '%s' with no errors\n", name );
-
-   /* Create the offsets */
-   character_offset( ch, k_chpart_body0, k_chpart_body1 );
-   character_offset( ch, k_chpart_body1, k_chpart_neck );
-   character_offset( ch, k_chpart_neck, k_chpart_head );
-
-   character_offset( ch, k_chpart_body1, k_chpart_arm_l0 );
-   character_offset( ch, k_chpart_arm_l0, k_chpart_arm_l1 );
-   character_offset( ch, k_chpart_arm_l1, k_chpart_hand_l );
-
-   character_offset( ch, k_chpart_body1, k_chpart_arm_r0 );
-   character_offset( ch, k_chpart_arm_r0, k_chpart_arm_r1 );
-   character_offset( ch, k_chpart_arm_r1, k_chpart_hand_r );
-
-   character_offset( ch, k_chpart_body0, k_chpart_leg_l0 );
-   character_offset( ch, k_chpart_leg_l0, k_chpart_leg_l1 );
-   character_offset( ch, k_chpart_leg_l1, k_chpart_foot_l );
-
-   character_offset( ch, k_chpart_body0, k_chpart_leg_r0 );
-   character_offset( ch, k_chpart_leg_r0, k_chpart_leg_r1 );
-   character_offset( ch, k_chpart_leg_r1, k_chpart_foot_r );
-   
-   character_offset( ch, k_chpart_board, k_chpart_wb );
-   character_offset( ch, k_chpart_board, k_chpart_wf );
-
-   ch->ik_arm_l.l1 = v3_length( ch->offsets[ k_chpart_arm_l1 ] );
-   ch->ik_arm_l.l2 = v3_length( ch->offsets[ k_chpart_hand_l ] );
-   ch->ik_arm_r.l1 = v3_length( ch->offsets[ k_chpart_arm_r1 ] );
-   ch->ik_arm_r.l2 = v3_length( ch->offsets[ k_chpart_hand_r ] );
-
-   ch->ik_leg_l.l1 = v3_length( ch->offsets[ k_chpart_leg_l1 ] );
-   ch->ik_leg_l.l2 = v3_length( ch->offsets[ k_chpart_foot_l ] );
-   ch->ik_leg_r.l1 = v3_length( ch->offsets[ k_chpart_leg_r1 ] );
-   ch->ik_leg_r.l2 = v3_length( ch->offsets[ k_chpart_foot_r ] );
-
-   ch->ik_body.l1 = v3_length( ch->offsets[ k_chpart_body1 ] );
-   ch->ik_body.l2 = v3_length( ch->offsets[ k_chpart_neck ] );
-
-   free( src );
-   return 1;
-}
-
-static void align_to_board( struct character *ch, enum character_part id )
-{
-   /* Calculate rotation between board and feet */
-   m4x3f *mats = ch->matrices;
-
-   v3f foot_pos, foot_fwd, foot_target, board_norm, board_origin;
-   v3_copy( mats[id][3], foot_pos );
-   m3x3_mulv( mats[id], (v3f){1.0f,0.0f,0.0f}, foot_fwd );
-   v3_add( foot_fwd, foot_pos, foot_target );
-
-   m3x3_mulv( mats[k_chpart_board], (v3f){0.0f,1.0f,0.0f}, board_norm );
-   m4x3_mulv( mats[k_chpart_board], (v3f){0.0f,0.13f,0.0f}, board_origin ); 
-
-   vg_line( foot_pos, foot_target, 0xff00ff00 );
-
-   v3f v0;
-   v3_sub( board_origin, foot_target, v0 );
-   float t = v3_dot( v0, board_norm ) / board_norm[1];
-   foot_target[1] += t;
-   vg_line( foot_pos, foot_target, 0xff00ffff );
-   
-   v3_sub( foot_target, foot_pos, foot_target );
-   v3_normalize( foot_target );
-   float ang = acosf( v3_dot( foot_target, foot_fwd ) );
-
-   v4f qcorrection; m3x3f correction;
-   q_axis_angle( qcorrection, (v3f){0.0f,0.0f,1.0f}, -ang );
-   q_m3x3( qcorrection, correction );
-   m3x3_mul( mats[id], correction, mats[id] );
-}
-
-static void character_eval( struct character *ch )
-{
-   m4x3f *mats = ch->matrices;
-   v3f *offs = ch->offsets;
-
-   ik_basic( &ch->ik_body, mats[k_chpart_body0], mats[k_chpart_body1], 
-         k_ikY, k_ikX );
-   
-   m3x3f temp;
-   v4f body_rotation;
-   /* TODO: Do this directly via m3x3 */
-
-   q_axis_angle( body_rotation, (v3f){0.0f,1.0f,0.0f}, ch->rhip );
-   q_m3x3( body_rotation, temp );
-   m3x3_mul( mats[k_chpart_body0], temp, mats[k_chpart_body0] );
-
-   q_axis_angle( body_rotation, (v3f){0.0f,1.0f,0.0f}, ch->rcollar );
-   q_m3x3( body_rotation, temp );
-   m3x3_mul( mats[k_chpart_body1], temp, mats[k_chpart_body1] );
-   
-   /* Setup aux */
-   m4x3_mulv( mats[k_chpart_body0], offs[k_chpart_leg_l0], ch->ik_leg_l.base );
-   m4x3_mulv( mats[k_chpart_body0], offs[k_chpart_leg_r0], ch->ik_leg_r.base );
-   m4x3_mulv( mats[k_chpart_body1], offs[k_chpart_arm_l0], ch->ik_arm_l.base );
-   m4x3_mulv( mats[k_chpart_body1], offs[k_chpart_arm_r0], ch->ik_arm_r.base );
-
-   /* IK for arms and legs */
-   ik_basic( &ch->ik_arm_l, mats[k_chpart_arm_l0], mats[k_chpart_arm_l1], 
-         k_ikZ, k_ikY );
-   ik_basic( &ch->ik_arm_r, mats[k_chpart_arm_r0], mats[k_chpart_arm_r1],
-         k_iknZ, k_ikY );
-   ik_basic( &ch->ik_leg_l, mats[k_chpart_leg_l0], mats[k_chpart_leg_l1],
-         k_ikY, k_iknX );
-   ik_basic( &ch->ik_leg_r, mats[k_chpart_leg_r0], mats[k_chpart_leg_r1],
-         k_ikY, k_iknX );
-   
-   /* Hands */
-   m3x3_copy( mats[k_chpart_arm_l1], mats[k_chpart_hand_l] );
-   m3x3_copy( mats[k_chpart_arm_r1], mats[k_chpart_hand_r] );
-   m4x3_mulv( mats[k_chpart_arm_l1], offs[k_chpart_hand_l], 
-         mats[k_chpart_hand_l][3] );
-   m4x3_mulv( mats[k_chpart_arm_r1], offs[k_chpart_hand_r], 
-         mats[k_chpart_hand_r][3] );
-   
-   /* Neck / Head */
-   m3x3_copy( mats[k_chpart_body1], mats[k_chpart_neck] );
-   m4x3_mulv( mats[k_chpart_body1], offs[k_chpart_neck], 
-         mats[k_chpart_neck][3] );
-
-#if 1
-   v4f qhead;
-   q_axis_angle( qhead, (v3f){ 0.0f,1.0f,0.0f }, ch->rhead );
-   q_m3x3( qhead, mats[k_chpart_head] );
-   m4x3_mulv( mats[k_chpart_neck], offs[k_chpart_head], mats[k_chpart_head][3]);
-   m3x3_mul( mats[k_chpart_neck], mats[k_chpart_head], mats[k_chpart_head] );
-#else
-   m4x3_mulv( mats[k_chpart_neck], offs[k_chpart_head], mats[k_chpart_head][3]);
-   m3x3_copy( mats[k_chpart_neck], mats[k_chpart_head] );
-#endif
-
-   /* Feet */
-   m3x3_copy( mats[k_chpart_leg_l1], mats[k_chpart_foot_l] );
-   m3x3_copy( mats[k_chpart_leg_r1], mats[k_chpart_foot_r] );
-   m4x3_mulv( mats[k_chpart_leg_l1], offs[k_chpart_foot_l], 
-         mats[k_chpart_foot_l][3] );
-   m4x3_mulv( mats[k_chpart_leg_r1], offs[k_chpart_foot_r], 
-         mats[k_chpart_foot_r][3] );
-
-   align_to_board( ch, k_chpart_foot_l );
-   align_to_board( ch, k_chpart_foot_r );
-   
-   for( int i=0; i<PART_COUNT; i++ )
-      m4x3_mul( ch->mroot, ch->matrices[i], ch->matrices[i] );
-}
-
-#define B3D_CO( X, Y, Z ) (v3f){ X, Z, -Y }
-
-typedef struct character_pose character_pose;
-struct character_pose
-{
-   v3f b0, b1, p, fr, fl, pl, pr, hl, hr, apl, apr, cam;
-};
-
-static character_pose pose_aero =
-{
-  .b0 =  {0.0721f, 0.8167f, 0.1365f},
-  .b1 =  {-0.0773f, 1.1559f, -0.1699f},
-  .p =   {0.0421f, 1.1430f, 0.2803f},
-  .fr =  {0.0535f, 0.1312f, -0.3647f},
-  .fl =  {-0.0605f, 0.1464f, 0.2917f},
-  .pl =  {-0.1704f, 0.6889f, -0.4017f},
-  .pr =  {0.0672f, 0.7598f, -0.5963f},
-  .hl =  {-0.2153f, 0.7195f, -0.1345f},
-  .hr =  {0.1974f, 0.7940f, -0.3522f},
-  .apl = {-0.2008f, 0.9546f, 0.3687f},
-  .apr = {0.3133f, 0.9299f, 0.0181f},
-  .cam = {-0.3394f, 1.2661f, 0.2936f}
-};
-
-static character_pose pose_slide =
-{
-  .b0 =  {0.6732f, 0.5565f, -0.0000f},
-  .b1 =  {0.8116f, 1.0547f, 0.0613f},
-  .p =   {1.0404f, 0.7907f, 0.0186f},
-  .fr =  {-0.0030f, 0.1366f, -0.4461f},
-  .fl =  {-0.0030f, 0.1366f, 0.3480f},
-  .pl =  {-0.0887f, 0.8229f, 0.3826f},
-  .pr =  {-0.0887f, 0.8229f, -0.4621f},
-  .hl =  {0.7749f, 0.5545f, 0.5310f},
-  .hr =  {0.5844f, 1.2445f, -0.5456f},
-  .apl = {1.0999f, 0.5390f, 0.2398f},
-  .apr = {0.9816f, 0.9536f, -0.5463f},
-  .cam = {0.9888f, 1.4037f, 0.6081f}
-};
-
-static character_pose pose_slide1 =
-{
-  .b0 =  {-0.2385f, 0.6403f, 0.1368f},
-  .b1 =  {-0.5151f, 1.1351f, 0.1380f},
-  .p =   {-0.1158f, 1.2118f, 0.3895f},
-  .fr =  {-0.0030f, 0.1323f, -0.3190f},
-  .fl =  {-0.0030f, 0.1323f, 0.5797f},
-  .pl =  {-0.6568f, 0.4305f, 0.2069f},
-  .pr =  {-0.6850f, 0.2740f, -0.2969f},
-  .hl =  {-0.7029f, 0.6132f, 0.2972f},
-  .hr =  {-0.2572f, 1.0104f, -0.4770f},
-  .apl = {-0.4808f, 0.8480f, 0.3731f},
-  .apr = {-0.0836f, 1.0480f, -0.1201f},
-  .cam = {-1.0508f, 1.0769f, 0.0528f}
-};
-
-static character_pose pose_aero_reverse =
-{
-  .b0 =  {0.0616f, 0.8167f, -0.1415f},
-  .b1 =  {0.0148f, 1.1559f, 0.1861f},
-  .p =   {0.0558f, 1.1430f, -0.2779f},
-  .fr =  {0.0535f, 0.1312f, -0.3647f},
-  .fl =  {0.0730f, 0.1464f, 0.2917f},
-  .pl =  {-0.2073f, 0.6889f, 0.3839f},
-  .pr =  {-0.3584f, 0.4069f, 0.1032f},
-  .hl =  {0.1567f, 0.7195f, 0.1997f},
-  .hr =  {-0.3055f, 0.7940f, 0.2639f},
-  .apl = {0.3143f, 0.9546f, -0.2784f},
-  .apr = {-0.2885f, 0.9299f, -0.1236f},
-  .cam = {-0.3394f, 1.2661f, -0.2936f}
-};
-
-static character_pose pose_stand =
-{
-  .b0 =  {0.1877f, 1.0663f, 0.0063f},
-  .b1 =  {0.0499f, 1.5564f, -0.0584f},
-  .p =   {0.5982f, 1.2810f, 0.0842f},
-  .fr =  {0.0535f, 0.1312f, -0.3647f},
-  .fl =  {0.0354f, 0.1464f, 0.2917f},
-  .pl =  {-0.4325f, 0.6889f, 0.1823f},
-  .pr =  {-0.4794f, 0.7598f, -0.3610f},
-  .hl =  {0.0498f, 1.0058f, 0.2317f},
-  .hr =  {0.0188f, 0.9786f, -0.2725f},
-  .apl = {0.2898f, 1.3453f, 0.2303f},
-  .apr = {0.5273f, 1.2876f, -0.1848f},
-  .cam = {-0.3477f, 1.5884f, -0.0019f}
-};
-
-static character_pose pose_stand_reverse =
-{
-  .b0 =  {0.1624f, 1.0688f, -0.0632f},
-  .b1 =  {0.0499f, 1.5564f, -0.0013f},
-  .p =   {0.5423f, 1.2810f, -0.2368f},
-  .fr =  {0.0535f, 0.1312f, -0.3647f},
-  .fl =  {0.0354f, 0.1464f, 0.2917f},
-  .pl =  {-0.4325f, 0.6889f, 0.4591f},
-  .pr =  {-0.4794f, 0.7598f, -0.0842f},
-  .hl =  {0.0498f, 1.0058f, 0.2317f},
-  .hr =  {0.0188f, 0.9786f, -0.2725f},
-  .apl = {0.2898f, 1.3453f, 0.0695f},
-  .apr = {0.4715f, 1.2876f, -0.4982f},
-  .cam = {-0.3477f, 1.5884f, -0.0730f}
-};
-
-static character_pose pose_fly =
-{
-  .b0 =  {0.2995f, 0.6819f, -0.1369f},
-  .b1 =  {0.1618f, 1.1720f, -0.2016f},
-  .p =   {0.7477f, 0.9173f, -0.1885f},
-  .fr =  {0.0535f, 0.1312f, -0.3647f},
-  .fl =  {0.0354f, 0.1464f, 0.2917f},
-  .pl =  {-0.2930f, 0.4849f, 0.5307f},
-  .pr =  {-0.4754f, 0.4124f, -0.4874f},
-  .hl =  {0.2650f, 1.1897f, 0.4626f},
-  .hr =  {0.2494f, 1.2059f, -0.7985f},
-  .apl = {0.5165f, 1.0990f, 0.1655f},
-  .apr = {0.6759f, 1.0661f, -0.6014f},
-  .cam = {-0.2727f, 1.2606f, 0.3564f}
-};
-
-static 
-void character_pose_blend( struct character *ch, character_pose *pose, float q )
-{
-   v3_muladds( ch->ik_body.base, pose->b0, q, ch->ik_body.base );
-   v3_muladds( ch->ik_body.end, pose->b1, q, ch->ik_body.end );
-   v3_muladds( ch->ik_body.pole, pose->p, q, ch->ik_body.pole );
-   v3_muladds( ch->ik_leg_l.end, pose->fl, q, ch->ik_leg_l.end );
-   v3_muladds( ch->ik_leg_l.pole, pose->pl, q, ch->ik_leg_l.pole );
-   v3_muladds( ch->ik_leg_r.end, pose->fr, q, ch->ik_leg_r.end );
-   v3_muladds( ch->ik_leg_r.pole, pose->pr, q, ch->ik_leg_r.pole );
-   v3_muladds( ch->ik_arm_l.pole, pose->apl, q, ch->ik_arm_l.pole );
-   v3_muladds( ch->ik_arm_r.pole, pose->apr, q, ch->ik_arm_r.pole );
-   v3_muladds( ch->ik_arm_l.end, pose->hl, q, ch->ik_arm_l.end );
-   v3_muladds( ch->ik_arm_r.end, pose->hr, q, ch->ik_arm_r.end );
-   v3_muladds( ch->cam_pos, pose->cam, q, ch->cam_pos );
-}
-
-#if 1
-static 
-void character_final_pose( struct character *ch, v3f cog,
-      character_pose *pose, float q )
-{
-   character_pose npose;
-   float dip = vg_clampf(cog[1], -1.0f, 0.3f) * 0.5f,
-         tilt = vg_clampf(cog[2], -1.0f, 1.0f) * 0.3f;
-
-   v4f rz; m4x3f tr;
-   q_axis_angle( rz, (v3f){0.0f,0.0f,1.0f}, -cog[0]*0.3f );
-   q_m3x3( rz, tr );
-   m3x3_identity( tr );
-   //v3_copy( (v3f){0.0f,dip,tilt}, tr[3] );
-   v3_copy( cog, tr[3] );
-
-   v3_muladd( pose->b0, tr[3], (v3f){0.85f,1.0f,1.0f}, npose.b0 );
-   //m4x3_mulv( tr, pose->b0, npose.b0 );
-   m4x3_mulv( tr, pose->b1, npose.b1 );
-   m4x3_mulv( tr, pose->p, npose.p );
-   m4x3_mulv( tr, pose->pl, npose.pl );
-   m4x3_mulv( tr, pose->pr, npose.pr );
-   m4x3_mulv( tr, pose->hl, npose.hl );
-   m4x3_mulv( tr, pose->hr, npose.hr );
-   m4x3_mulv( tr, pose->apl, npose.apl );
-   m4x3_mulv( tr, pose->apr, npose.apr );
-
-   v3_copy( pose->fr, npose.fr );
-   v3_copy( pose->fl, npose.fl );
-   v3_copy( pose->cam, npose.cam );
-   
-   character_pose_blend( ch, &npose, q );
-}
-#else
-static 
-void character_final_pose( struct character *ch, v4f rot,
-      character_pose *pose, float q )
-{
-   character_pose npose;
-
-   m4x3f tr;
-   q_m3x3( rot, tr );
-   v3_zero( tr[3] );
-
-   m4x3_mulv( tr, pose->b0, npose.b0 );
-   m4x3_mulv( tr, pose->b1, npose.b1 );
-   m4x3_mulv( tr, pose->p, npose.p );
-   m4x3_mulv( tr, pose->pl, npose.pl );
-   m4x3_mulv( tr, pose->pr, npose.pr );
-   m4x3_mulv( tr, pose->hl, npose.hl );
-   m4x3_mulv( tr, pose->hr, npose.hr );
-   m4x3_mulv( tr, pose->apl, npose.apl );
-   m4x3_mulv( tr, pose->apr, npose.apr );
-
-   v3_copy( pose->fr, npose.fr );
-   v3_copy( pose->fl, npose.fl );
-   v3_copy( pose->cam, npose.cam );
-   
-   character_pose_blend( ch, &npose, q );
-}
-#endif
-
-static void character_yaw_upper( struct character *ch, float yaw )
-{
-   m3x3f r;
-   v4f q;
-
-   q_axis_angle( q, (v3f){0.0f,1.0f,0.0f}, yaw );
-   q_m3x3( q, r );
-
-   m3x3_mulv( r, ch->ik_body.pole, ch->ik_body.pole );
-   m3x3_mulv( r, ch->ik_body.end, ch->ik_body.end );
-}
-
-static void zero_ik_basic( struct ik_basic *ik )
-{
-   v3_zero( ik->base );
-   v3_zero( ik->end );
-   v3_zero( ik->pole );
-}
-
-static void character_pose_reset( struct character *ch )
-{
-   zero_ik_basic( &ch->ik_body );
-   zero_ik_basic( &ch->ik_leg_l );
-   zero_ik_basic( &ch->ik_leg_r );
-   zero_ik_basic( &ch->ik_arm_l );
-   zero_ik_basic( &ch->ik_arm_r );
-   v3_zero( ch->cam_pos );
-}
-
-static void character_testpose( struct character *ch, float t )
-{
-   /* Body */
-   float *hips = ch->ik_body.base,
-         *collar = ch->ik_body.end,
-         *pole = ch->ik_body.pole;
-
-   hips[0] = cosf(t*1.325f)*0.25f;
-   hips[1] = (sinf(t)*0.2f+0.6f) * ch->origins[ k_chpart_body0 ][1];
-   hips[2] = 0.0f;
-   
-   collar[0] = hips[0];
-   collar[1] = hips[1] + (ch->ik_body.l1+ch->ik_body.l2)*(sinf(t)*0.05f+0.94f);
-   collar[2] = hips[2] + cosf(t*0.42f)*0.01f;
-   
-   v3_add( hips, collar, pole );
-   v3_muls( pole, 0.5f, pole );
-   v3_add( pole, (v3f){ 1.0f, 0.0f, 0.0f }, pole );
-
-   /* Legs */
-   float *footl = ch->ik_leg_l.end,
-         *footr = ch->ik_leg_r.end,
-         *polel = ch->ik_leg_l.pole,
-         *poler = ch->ik_leg_r.pole;
-
-   footl[0] = sinf(t*0.563f);
-   footl[1] = 0.0f;
-   footl[2] = 0.0f;
-
-   footr[0] = 0.0f;
-   footr[1] = 0.0f;
-   footr[2] = cosf(t*0.672f);
-   
-   v3_add( hips, footl, polel );
-   v3_muls( polel, 0.4f, polel );
-   v3_add( polel, (v3f){ -1.0f,0.0f,0.0f }, polel );
-
-   v3_add( hips, footr, poler );
-   v3_muls( poler, 0.4f, poler );
-   v3_add( poler, (v3f){ -1.0f,0.0f,0.0f }, poler );
-   
-   /* Arms */
-   float *arml = ch->ik_arm_l.end,
-         *armr = ch->ik_arm_r.end;
-   polel = ch->ik_arm_l.pole;
-   poler = ch->ik_arm_r.pole;
-
-   v3_copy( (v3f){ 0.0f, 0.0f, 1.0f }, arml );
-   v3_copy( (v3f){ 0.0f, 0.0f,-1.0f }, armr );
-   v3_copy( (v3f){ 1.0f, 1.0f, 0.5f }, polel );
-   v3_copy( (v3f){ 1.0f, 1.0f,-0.5f }, poler );
-
-   /* Other */
-   ch->rhip = sinf(t*0.2f);
-   ch->rcollar = sinf(t*0.35325f);
-   q_identity( ch->qhead );
-
-   m4x3_identity( ch->matrices[k_chpart_board] );
-   m4x3_identity( ch->matrices[k_chpart_wb] );
-   m4x3_identity( ch->matrices[k_chpart_wf] );
-}
-
-static void character_draw( struct character *ch, float temp, m4x3f camera )
-{
-   shader_character_use();
-   shader_character_uPv( vg_pv );
-
-   vg_tex2d_bind( &tex_pallet, 0 );
-   shader_character_uTexMain( 0 );
-   shader_character_uOpacity( temp );
-   shader_character_uCamera( camera[3] );
-   shader_link_standard_ub( _shader_character.id, 2 );
-   
-   glEnable( GL_CULL_FACE );
-   glCullFace( GL_BACK );
-
-   mesh_bind( &ch->mesh );
-
-   for( int i=4; i<PART_COUNT; i++ )
-   {
-#if 0
-      if( i == k_chpart_head || i == k_chpart_neck )
-         continue;
-#endif
-
-      shader_character_uMdl( ch->matrices[i] );
-      mdl_draw_submesh( &ch->parts[i] );
-   }
-
-   for( int i=0; i<2; i++ )
-   {
-      if( ch->shoes[i] )
-      {
-         shader_character_uMdl( ch->matrices[i] );
-         mdl_draw_submesh( &ch->parts[i] );
-      }
-      else
-      {
-         shader_character_uMdl( ch->matrices[i+2] );
-         mdl_draw_submesh( &ch->parts[i] );
-         shader_character_uMdl( ch->matrices[i] );
-         mdl_draw_submesh( &ch->parts[i+2] );
-      }
-   }
-}
-
-/* 
- * Ragdoll Stuff
- */
-
-static void character_rd_box( struct character *ch, enum character_part id,
-                              v3f dims )
-{
-   v3_muls( dims, -0.5f, ch->ragdoll[id].bbx[0] );
-   v3_muls( dims,  0.5f, ch->ragdoll[id].bbx[1] );
-}
-
-struct rd_joint
-{
-   enum character_part ia, ib;
-   v3f lca, lcb;
-
-   struct rd_joint_axis
-   {
-       v3f va, vb;
-       float spring, ang;
-   }
-   min, maj;
-};
-
-static const float k_human_major = 0.5f,
-                   k_human_minor = 0.5f,
-                   k_human_major_max = 0.4f,
-                   k_human_minor_max = 0.1f;
-
-#define HUMAN_VERTICAL_DEFAULT                        \
-.min = {                                              \
-   .va = {1.0f,0.0f,0.0f}, .vb = {1.0f,0.0f,0.0f},    \
-   .spring = k_human_minor, .ang = k_human_minor_max  \
-},                                                    \
-.maj = {                                              \
-   .va = {0.0f,1.0f,0.0f}, .vb = {0.0f,1.0f,0.0f},    \
-   .spring = k_human_major, .ang = k_human_major_max  \
-}
-
-#define HUMAN_ARM_LEFT                                \
-.min = {                                              \
-   .va = {1.0f,0.0f,0.0f}, .vb = {1.0f,0.0f,0.0f},    \
-   .spring = k_human_minor, .ang = k_human_minor_max  \
-},                                                    \
-.maj = {                                              \
-   .va = {0.0f,0.0f,1.0f}, .vb = {0.0f,0.0f,1.0f},    \
-   .spring = k_human_major, .ang = k_human_major_max  \
-}
-
-#define HUMAN_ARM_RIGHT                               \
-.min = {                                              \
-   .va = {1.0f,0.0f,0.0f}, .vb = {1.0f,0.0f,0.0f},    \
-   .spring = k_human_minor, .ang = k_human_minor_max  \
-},                                                    \
-.maj = {                                              \
-   .va = {0.0f,0.0f,-1.0f}, .vb = {0.0f,0.0f,-1.0f},  \
-   .spring = k_human_major, .ang = k_human_major_max  \
-}
-
-static struct rd_joint rd_joints[] =
-{
-   { .ia = k_chpart_leg_l1, .ib = k_chpart_foot_l, HUMAN_VERTICAL_DEFAULT },
-   { .ia = k_chpart_leg_r1, .ib = k_chpart_foot_r, HUMAN_VERTICAL_DEFAULT },
-
-   { .ia = k_chpart_body0, .ib = k_chpart_body1, HUMAN_VERTICAL_DEFAULT },
-   { .ia = k_chpart_body1, .ib = k_chpart_neck, HUMAN_VERTICAL_DEFAULT },
-   { .ia = k_chpart_neck, .ib = k_chpart_head, HUMAN_VERTICAL_DEFAULT },
-   { .ia = k_chpart_body0, .ib = k_chpart_leg_l0, HUMAN_VERTICAL_DEFAULT },
-   { .ia = k_chpart_leg_l0, .ib = k_chpart_leg_l1, HUMAN_VERTICAL_DEFAULT },
-   { .ia = k_chpart_body0, .ib = k_chpart_leg_r0, HUMAN_VERTICAL_DEFAULT },
-   { .ia = k_chpart_leg_r0, .ib = k_chpart_leg_r1, HUMAN_VERTICAL_DEFAULT },
-
-   { .ia = k_chpart_body1, .ib = k_chpart_arm_l0, HUMAN_ARM_LEFT },
-   { .ia = k_chpart_arm_l0, .ib = k_chpart_arm_l1, HUMAN_ARM_LEFT },
-   { .ia = k_chpart_arm_l1, .ib = k_chpart_hand_l, HUMAN_ARM_LEFT },
-
-   { .ia = k_chpart_body1, .ib = k_chpart_arm_r0, HUMAN_ARM_RIGHT },
-   { .ia = k_chpart_arm_r0, .ib = k_chpart_arm_r1, HUMAN_ARM_RIGHT },
-   { .ia = k_chpart_arm_r1, .ib = k_chpart_hand_r, HUMAN_ARM_RIGHT }
-};
-
-/* Ragdoll should be in rest pose when calling this function */
-static void character_init_ragdoll_joints( struct character *ch )
-{
-   for( int i=0; i<vg_list_size(rd_joints); i++ )
-   {
-      struct rd_joint *joint = &rd_joints[i];
-      
-      float *hinge = ch->origins[joint->ib];
-      v3_sub( hinge, ch->ragdoll[joint->ia].co, joint->lca );
-      v3_sub( hinge, ch->ragdoll[joint->ib].co, joint->lcb );
-   }
-
-   for( int i=0; i<PART_COUNT; i++ )
-   {
-      float *pivot = ch->origins[i];
-      v3_sub( ch->ragdoll[i].co, pivot, ch->ragdoll[i].delta );
-   }
-}
-
-static void character_init_ragdoll( struct character *ch )
-{
-   v3f *offs = ch->offsets;
-   rigidbody *rbs = ch->ragdoll;
-
-   /* CHest */
-   float chest_width = fabsf(offs[k_chpart_arm_r0][2])*2.0f,
-         chest_depth = chest_width * 0.571f,
-         chest_height = offs[k_chpart_neck][1];
-   v3f chest_dims = { chest_depth, chest_height, chest_width };
-   character_rd_box( ch, k_chpart_body1, chest_dims );
-
-   v3_copy( ch->origins[k_chpart_body1], rbs[k_chpart_body1].co );
-   rbs[k_chpart_body1].co[1] += chest_height*0.5f;
-
-   /* Torso */
-   v3f torso_dims = { chest_depth, 
-                      offs[k_chpart_body1][1]-offs[k_chpart_leg_l0][1],
-                      chest_width*0.85f };
-   v3_copy( ch->origins[k_chpart_body0], rbs[k_chpart_body0].co );
-   character_rd_box( ch, k_chpart_body0, torso_dims );
-
-   /* Neck */
-   v3f neck_dims = { chest_depth*0.5f, 
-                     offs[k_chpart_head][1], 
-                     chest_depth*0.5f };
-   v3_copy( ch->origins[k_chpart_neck], rbs[k_chpart_neck].co );
-   rbs[k_chpart_neck].co[1] += neck_dims[1]*0.5f;
-   character_rd_box( ch, k_chpart_neck, neck_dims );
-
-   /* Head */
-   v3f head_dims = { chest_width*0.5f, chest_width*0.5f, chest_width*0.5f };
-   v3_copy( ch->origins[k_chpart_head], rbs[k_chpart_head].co );
-   rbs[k_chpart_head].co[1] += head_dims[1]*0.5f;
-   character_rd_box( ch, k_chpart_head, head_dims );
-   
-   /* ARms */
-   v3f ua_dims = { 0.0f, 0.0f, fabsf(offs[k_chpart_arm_l1][2]) };
-   ua_dims[1] = 0.38f*ua_dims[2];
-   ua_dims[0] = 0.38f*ua_dims[2];
-   v3f la_dims = { ua_dims[0], ua_dims[1], fabsf(offs[k_chpart_hand_l][2]) };
-   v3f hand_dims = { ua_dims[1], ua_dims[1]*0.5f, ua_dims[1] };
-
-   character_rd_box( ch, k_chpart_arm_l0, ua_dims );
-   character_rd_box( ch, k_chpart_arm_r0, ua_dims );
-   character_rd_box( ch, k_chpart_arm_l1, la_dims );
-   character_rd_box( ch, k_chpart_arm_r1, la_dims );
-   character_rd_box( ch, k_chpart_hand_l, hand_dims );
-   character_rd_box( ch, k_chpart_hand_r, hand_dims );
-
-   v3_copy( ch->origins[k_chpart_arm_l0], rbs[k_chpart_arm_l0].co );
-   rbs[k_chpart_arm_l0].co[2] += ua_dims[2] * 0.5f;
-   v3_copy( ch->origins[k_chpart_arm_l1], rbs[k_chpart_arm_l1].co );
-   rbs[k_chpart_arm_l1].co[2] += la_dims[2] * 0.5f;
-   v3_copy( ch->origins[k_chpart_hand_l], rbs[k_chpart_hand_l].co );
-   rbs[k_chpart_hand_l].co[2] += hand_dims[2] * 0.5f;
-
-   v3_copy( ch->origins[k_chpart_arm_r0], rbs[k_chpart_arm_r0].co );
-   rbs[k_chpart_arm_r0].co[2] -= ua_dims[2] * 0.5f;
-   v3_copy( ch->origins[k_chpart_arm_r1], rbs[k_chpart_arm_r1].co );
-   rbs[k_chpart_arm_r1].co[2] -= la_dims[2] * 0.5f;
-   v3_copy( ch->origins[k_chpart_hand_r], rbs[k_chpart_hand_r].co );
-   rbs[k_chpart_hand_r].co[2] -= hand_dims[2] * 0.5f;
-
-   /* LEgs */
-   v3f ul_dims = { 0.0f, fabsf(offs[k_chpart_leg_l1][1]), 0.0f };
-   ul_dims[0] = 0.38f*ul_dims[1];
-   ul_dims[2] = 0.38f*ul_dims[1];
-   v3f ll_dims = { ul_dims[0], fabsf(offs[k_chpart_foot_l][1]), ul_dims[2] };
-   v3f foot_dims = { 2.0f*ul_dims[0], ul_dims[0], ul_dims[0] };
-
-   character_rd_box( ch, k_chpart_leg_l0, ul_dims );
-   character_rd_box( ch, k_chpart_leg_r0, ul_dims );
-   character_rd_box( ch, k_chpart_leg_l1, ll_dims );
-   character_rd_box( ch, k_chpart_leg_r1, ll_dims );
-   character_rd_box( ch, k_chpart_foot_l, foot_dims );
-   character_rd_box( ch, k_chpart_foot_r, foot_dims );
-
-   v3_copy( ch->origins[k_chpart_leg_l0], rbs[k_chpart_leg_l0].co );
-   rbs[k_chpart_leg_l0].co[1] -= ul_dims[1] * 0.5f;
-   v3_copy( ch->origins[k_chpart_leg_l1], rbs[k_chpart_leg_l1].co );
-   rbs[k_chpart_leg_l1].co[1] -= ll_dims[1] * 0.5f;
-   v3_copy( ch->origins[k_chpart_foot_l], rbs[k_chpart_foot_l].co );
-   rbs[k_chpart_foot_l].co[1] -= foot_dims[1] * 0.5f;
-   rbs[k_chpart_foot_l].co[0] -= foot_dims[0] * 0.5f;
-
-   v3_copy( ch->origins[k_chpart_leg_r0], rbs[k_chpart_leg_r0].co );
-   rbs[k_chpart_leg_r0].co[1] -= ul_dims[1] * 0.5f;
-   v3_copy( ch->origins[k_chpart_leg_r1], rbs[k_chpart_leg_r1].co );
-   rbs[k_chpart_leg_r1].co[1] -= ll_dims[1] * 0.5f;
-   v3_copy( ch->origins[k_chpart_foot_r], rbs[k_chpart_foot_r].co );
-   rbs[k_chpart_foot_r].co[1] -= foot_dims[1] * 0.5f;
-   rbs[k_chpart_foot_r].co[0] -= foot_dims[0] * 0.5f;
-
-   character_rd_box( ch, k_chpart_sock_l, foot_dims );
-   character_rd_box( ch, k_chpart_sock_r, foot_dims );
-   v3_copy( rbs[k_chpart_foot_l].co, rbs[k_chpart_sock_l].co );
-   v3_copy( rbs[k_chpart_foot_r].co, rbs[k_chpart_sock_r].co );
-
-   box_copy( (boxf){{-0.2f,-0.2f,-0.7f},{0.2f,0.2f,0.7f}}, 
-         rbs[k_chpart_board].bbx );
-
-   for( int i=0; i<PART_COUNT; i++ )
-      rb_init( &ch->ragdoll[i] );
-
-   character_init_ragdoll_joints( ch );
-}
-
-static void character_ragdoll_go( struct character *ch, v3f pos )
-{
-   character_init_ragdoll( ch );
-   for( int i=0; i<PART_COUNT; i++ )
-      v3_add( pos, ch->ragdoll[i].co, ch->ragdoll[i].co );
-}
-
-static void character_ragdoll_copypose( struct character *ch, v3f v )
-{
-   for( int i=0; i<PART_COUNT; i++ )
-   {
-      rigidbody *rb = &ch->ragdoll[i];
-
-      m4x3_mulv( ch->matrices[i], rb->delta, rb->co );
-      m3x3_q( ch->matrices[i], rb->q );
-      v3_copy( v, rb->v );
-      v3_zero( rb->w );
-
-      rb_update_transform( rb );
-   }
-
-   float vel = v3_length(v);
-
-   ch->shoes[0] = 1;
-   ch->shoes[1] = 1;
-}
-
-static void character_mimic_ragdoll( struct character *ch )
-{
-   for( int i=0; i<PART_COUNT; i++ )
-   {
-      rigidbody *rb = &ch->ragdoll[i];
-      v3f *mat = ch->matrices[i];
-      
-      m3x3_copy( rb->to_world, mat );
-      v3f inv_delta;
-      v3_negate( rb->delta, inv_delta );
-      m4x3_mulv( rb->to_world, inv_delta, mat[3] );
-   }
-
-   /* Attach wheels to board */
-   m3x3_copy( ch->matrices[k_chpart_board], ch->matrices[k_chpart_wb] );
-   m3x3_copy( ch->matrices[k_chpart_board], ch->matrices[k_chpart_wf] );
-   m4x3_mulv( ch->matrices[k_chpart_board], ch->offsets[k_chpart_wb],
-                                            ch->matrices[k_chpart_wb][3] );
-   m4x3_mulv( ch->matrices[k_chpart_board], ch->offsets[k_chpart_wf],
-                                            ch->matrices[k_chpart_wf][3] );
-}
-
-static void character_debug_ragdoll( struct character *ch )
-{
-   rb_debug( &ch->ragdoll[k_chpart_body0], 0xffffffff );
-   rb_debug( &ch->ragdoll[k_chpart_body1], 0xffffffff );
-   rb_debug( &ch->ragdoll[k_chpart_neck], 0xff00ff00 );
-   rb_debug( &ch->ragdoll[k_chpart_head], 0xff00ff00 );
-
-   rb_debug( &ch->ragdoll[k_chpart_arm_l0], 0xffffa500 );
-   rb_debug( &ch->ragdoll[k_chpart_arm_l1], 0xffffa500 );
-   rb_debug( &ch->ragdoll[k_chpart_hand_l], 0xffffa500 );
-
-   rb_debug( &ch->ragdoll[k_chpart_arm_r0], 0xff00a5ff );
-   rb_debug( &ch->ragdoll[k_chpart_arm_r1], 0xff00a5ff );
-   rb_debug( &ch->ragdoll[k_chpart_hand_r], 0xff00a5ff );
-
-   rb_debug( &ch->ragdoll[k_chpart_leg_l0], 0xffffa500 );
-   rb_debug( &ch->ragdoll[k_chpart_leg_l1], 0xffffa500 );
-   rb_debug( &ch->ragdoll[k_chpart_foot_l], 0xffffa500 );
-   rb_debug( &ch->ragdoll[k_chpart_leg_r0], 0xff00a5ff );
-   rb_debug( &ch->ragdoll[k_chpart_leg_r1], 0xff00a5ff );
-   rb_debug( &ch->ragdoll[k_chpart_foot_r], 0xff00a5ff );
-}
-
-static void character_ragdoll_iter( struct character *ch )
-{
-   rb_solver_reset();
-
-   for( int i=0; i<PART_COUNT; i++ )
-   {
-      rb_collide( &ch->ragdoll[i], &world.rb_geo );
-   }
-
-   rb_presolve_contacts( rb_contact_buffer, rb_contact_count );
-
-   v3f rv;
-
-   float shoe_vel[2] = {0.0f,0.0f};
-   for( int i=0; i<2; i++ )
-      if( ch->shoes[i] )
-         shoe_vel[i] = v3_length( ch->ragdoll[i].v );
-   
-   /* This used to be 20 iterations */
-   for( int i=0; i<10; i++ )
-   {
-      float const k_springfactor = 1.0f/20.0f;
-      
-      rb_solve_contacts( rb_contact_buffer, rb_contact_count );
-      
-      for( int j=0; j<vg_list_size(rd_joints); j++ )
-      {
-         struct rd_joint *joint = &rd_joints[j];
-         rigidbody *rba = &ch->ragdoll[joint->ia],
-                   *rbb = &ch->ragdoll[joint->ib];
-
-         rb_constraint_position( rba, joint->lca, rbb, joint->lcb );
-         rb_constraint_angle( rba, joint->maj.va, rbb, joint->maj.vb,
-                                   joint->maj.ang, 
-                                   joint->maj.spring * k_springfactor );
-
-         rb_constraint_angle( rba, joint->min.va, rbb, joint->min.vb,
-                                   joint->min.ang, 
-                                   joint->min.spring * k_springfactor );
-      }
-   }
-
-   for( int j=0; j<vg_list_size(rd_joints); j++ )
-   {
-      struct rd_joint *joint = &rd_joints[j];
-      rigidbody *rba = &ch->ragdoll[joint->ia],
-                *rbb = &ch->ragdoll[joint->ib];
-      rb_angle_limit_force( rba, joint->min.va, rbb, joint->min.vb,
-                                 joint->min.ang );
-      rb_angle_limit_force( rba, joint->maj.va, rbb, joint->maj.vb,
-                                 joint->maj.ang );
-   }
-
-   for( int i=0; i<PART_COUNT; i++ )
-      rb_iter( &ch->ragdoll[i] );
-   
-   for( int i=0; i<2; i++ )
-   {
-      if( ch->shoes[i] )
-      {
-         float a = v3_length( ch->ragdoll[i].v ) - shoe_vel[i];
-
-         if( a > 2.0f )
-         {
-            ch->shoes[i] = 0;
-            
-            rigidbody *src = &ch->ragdoll[k_chpart_foot_l];
-            rigidbody *dst = &ch->ragdoll[k_chpart_sock_l];
-
-            v3_copy( src->co, dst->co );
-            v3_copy( src->v, dst->v );
-            v3_copy( src->q, dst->q );
-            v3_copy( src->w, dst->w );
-         }
-      }
-   }
-
-   for( int i=0; i<PART_COUNT; i++ )
-      rb_update_transform( &ch->ragdoll[i] );
-}
-
-#endif
index e4015a8d196750f17d50d94c3d72aca19b217f03..fa22207f3e2eb8c7709550f1b3d35d3a757e5b4b 100644 (file)
--- a/common.h
+++ b/common.h
@@ -49,4 +49,5 @@ static void eval_bezier_time( v3f p0, v3f p1, v3f h0, v3f h1, float t, v3f p )
 
 static int network_scores_updated = 0;
 
+
 #endif /* COMMON_H */
diff --git a/gate.h b/gate.h
deleted file mode 100644 (file)
index fec2826..0000000
--- a/gate.h
+++ /dev/null
@@ -1,260 +0,0 @@
-#ifndef GATE_H
-#define GATE_H
-
-#include "common.h"
-#include "model.h"
-#include "render.h"
-#include "shaders/gate.h"
-#include "shaders/gatelq.h"
-#include "world_water.h"
-
-typedef struct teleport_gate teleport_gate;
-
-static struct
-{
-   struct framebuffer fb;
-   glmesh mdl;
-
-   int high_qual; /* If in high performance mode, we don't use RT's, and
-                      instead use stencil buffers.
-                      There is therefore no heat warp effect. */
-}
-grender =
-{
-   .high_qual = 0,
-   .fb = {
-      .format = GL_RGB,
-      .div = 1
-   }
-};
-
-struct teleport_gate
-{ 
-   v3f co[2];
-   v4f q[2];
-   v2f dims;
-
-   m4x3f to_world, recv_to_world, transport;
-};
-
-static void gate_transform_update( teleport_gate *gate )
-{
-   m4x3f to_local;
-
-   q_m3x3( gate->q[0], gate->to_world );
-   v3_copy( gate->co[0], gate->to_world[3] );
-   
-   m4x3_invert_affine( gate->to_world, to_local );
-
-   q_m3x3( gate->q[1], gate->recv_to_world );
-   v3_copy( gate->co[1], gate->recv_to_world[3] );
-   m4x3_mul( gate->recv_to_world, to_local, gate->transport );
-}
-
-static void gate_register(void)
-{
-   shader_gate_register();
-   shader_gatelq_register();
-}
-
-static void gate_init(void)
-{
-   fb_init( &grender.fb );
-
-   mdl_header *mgate = mdl_load( "models/rs_gate.mdl" );
-   mdl_unpack_glmesh( mgate, &grender.mdl );
-   free( mgate );
-}
-
-static void gate_fb_resize(void)
-{
-   fb_resize( &grender.fb );
-}
-
-static int render_gate( teleport_gate *gate, v3f viewpos, m4x3f camera )
-{
-   v3f viewdir, gatedir;
-   m3x3_mulv( camera, (v3f){0.0f,0.0f,-1.0f}, viewdir );
-   m3x3_mulv( gate->to_world, (v3f){0.0f,0.0f,-1.0f}, gatedir );
-
-   v3f v0;
-   v3_sub( viewpos, gate->co[0], v0 );
-   if( v3_dot(v0, gatedir) >= 0.0f )
-      return 0;
-
-   if( v3_dist( viewpos, gate->co[0] ) > 100.0f )
-      return 0;
-
-   v3f a,b,c,d;
-
-   float sx = gate->dims[0],
-         sy = gate->dims[1];
-   m4x3_mulv( gate->to_world, (v3f){-sx,-sy,0.0f}, a );
-   m4x3_mulv( gate->to_world, (v3f){ sx,-sy,0.0f}, b );
-   m4x3_mulv( gate->to_world, (v3f){ sx, sy,0.0f}, c );
-   m4x3_mulv( gate->to_world, (v3f){-sx, sy,0.0f}, d );
-
-   vg_line( a,b, 0xffffa000 );
-   vg_line( b,c, 0xffffa000 );
-   vg_line( c,d, 0xffffa000 );
-   vg_line( d,a, 0xffffa000 );
-
-   vg_line2( gate->co[0], gate->co[1], 0xff0000ff, 0x00000000 );
-
-   m4x3f cam_new;
-   m4x3_mul( gate->transport, camera, cam_new );
-   
-   vg_line_pt3( cam_new[3], 0.3f, 0xff00ff00 );
-
-   m4x3f gate_xform;
-   m4x3_copy( gate->to_world, gate_xform );
-   m4x3_scalev( gate_xform, (v3f){ gate->dims[0], gate->dims[1], 1.0f } );
-   
-   m4x3f inverse;
-   m4x3_invert_affine( cam_new, inverse );
-
-   m4x4f view;
-   m4x3_expand( inverse, view );
-
-   v4f surface;
-   m3x3_mulv( gate->recv_to_world, (v3f){0.0f,0.0f,-1.0f}, surface );
-   surface[3] = v3_dot( surface, gate->co[1] );
-
-   m4x4f projection;
-   pipeline_projection( projection, 0.1f, 900.0f );
-   
-   m4x3_mulp( inverse, surface, surface );
-   surface[3] = -fabsf(surface[3]);
-   plane_clip_projection( projection, surface );
-
-   m4x4_mul( projection, view, projection );
-
-   if( grender.high_qual )
-   {
-      fb_use( &grender.fb );
-      glClearColor( 0.11f, 0.35f, 0.37f, 1.0f );
-      glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
-   }
-   else
-   {
-      shader_gatelq_use();
-      shader_gatelq_uPv( vg_pv );
-      shader_gatelq_uMdl( gate_xform );
-      shader_gatelq_uCam( viewpos );
-      shader_gatelq_uTime( vg_time*0.25f );
-      shader_gatelq_uInvRes( (v2f){
-            1.0f / (float)vg_window_x,
-            1.0f / (float)vg_window_y });
-
-      glEnable( GL_STENCIL_TEST );
-      glStencilOp( GL_KEEP, GL_KEEP, GL_REPLACE );  
-      glStencilFunc( GL_ALWAYS, 1, 0xFF ); 
-      glStencilMask( 0xFF );
-
-      mesh_bind( &grender.mdl );
-      mesh_draw( &grender.mdl );
-
-      glClear( GL_DEPTH_BUFFER_BIT );
-      glStencilFunc( GL_EQUAL, 1, 0xFF );
-      glStencilMask( 0x00 ); 
-   }
-
-   render_world( projection, cam_new );
-
-   if( grender.high_qual )
-   {
-      /*
-       * TODO: Need to find a way to draw a stencil buffer into the water 
-       *       rendering 
-       */
-
-      render_water_texture( cam_new );
-      fb_use( &grender.fb );
-
-      render_water_surface( projection, cam_new );
-      fb_use( NULL );
-
-      shader_gate_use();
-
-      shader_gate_uPv( vg_pv );
-      shader_gate_uMdl( gate_xform );
-
-      fb_bindtex( &grender.fb, 0 );
-
-      shader_gate_uCam( viewpos );
-      shader_gate_uTexMain( 0 );
-      shader_gate_uTexWater( 1 );
-      shader_gate_uTime( vg_time*0.25f );
-      shader_gate_uInvRes( (v2f){
-            1.0f / (float)vg_window_x,
-            1.0f / (float)vg_window_y });
-      
-      glEnable(GL_BLEND);
-      glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
-      glBlendEquation(GL_FUNC_ADD);
-
-      mesh_bind( &grender.mdl );
-      mesh_draw( &grender.mdl );
-
-      glDisable(GL_BLEND);
-   }
-   else
-   {
-      glDisable( GL_STENCIL_TEST );
-
-      render_water_texture( cam_new );
-      fb_use( NULL );
-      glEnable( GL_STENCIL_TEST );
-
-      render_water_surface( projection, cam_new );
-
-      glStencilMask( 0xFF );
-      glStencilFunc( GL_ALWAYS, 1, 0xFF );
-      glDisable( GL_STENCIL_TEST );
-   }
-
-   return 1;
-}
-
-static int gate_intersect( teleport_gate *gate, v3f pos, v3f last )
-{
-   v4f surface;
-   m3x3_mulv( gate->to_world, (v3f){0.0f,0.0f,-1.0f}, surface );
-   surface[3] = v3_dot( surface, gate->co[0] );
-
-   v3f v0, c, delta, p0;
-   v3_sub( pos, last, v0 );
-   float l = v3_length( v0 );
-   v3_divs( v0, l, v0 );
-
-   v3_muls( surface, surface[3], c );
-   v3_sub( c, last, delta );
-
-   float d = v3_dot(surface, v0);
-
-   if( d > 0.00001f )
-   {
-      float t = v3_dot(delta, surface) / d;
-      if( t >= 0.0f && t <= l )
-      {
-         v3f local, rel;
-         v3_muladds( last, v0, t, local );
-         v3_sub( gate->co[0], local, rel );
-
-         v3f vup, vside;
-         m3x3_mulv( gate->to_world, (v3f){0.0f,1.0f,0.0f}, vup );
-         m3x3_mulv( gate->to_world, (v3f){1.0f,0.0f,0.0f}, vside );
-
-         v2f xy = { v3_dot( rel, vside ), v3_dot( rel, vup ) };
-
-         if( fabsf(xy[0]) <= gate->dims[0] && fabsf(xy[1]) <= gate->dims[1] )
-         {
-            return 1;
-         }
-      }
-   }
-
-   return 0;
-}
-
-#endif
index 2c077b1038a9d9f5fdf90fe8ba855a005d3243ff..78db2ad3105961b74a2f6115ba15c8d7e1e0858c 100644 (file)
@@ -243,7 +243,7 @@ static int highscores_init( u32 pool_size, u32 playerinfo_pool_size )
    }
    else
    {
-      vg_log( "No existing database found (.aadb)\n" );
+      vg_low( "No existing database found (.aadb)\n" );
       vg_info( "Initializing database nodes\n" );
       memset( &sys->dbheader, 0, sizeof(highscore_database) );
 
@@ -315,7 +315,7 @@ static aatree_ptr highscores_push_record( highscore_record *record )
    struct highscore_system *sys = &highscore_system;
 
    /* TODO: Verify steam ID */
-   vg_log( "Inserting record into database for track %hu\n",record->trackid );
+   vg_low( "Inserting record into database for track %hu\n",record->trackid );
 
    if( record->trackid >= vg_list_size(sys->dbheader.tracks) )
    {
@@ -339,11 +339,11 @@ static aatree_ptr highscores_push_record( highscore_record *record )
       if( crecord->time < record->time || 
             (crecord->time == record->time && crecord->points > record->points))
       {
-         vg_log( "Not overwriting better score\n" );
+         vg_low( "Not overwriting better score\n" );
          return existing;
       }
 
-      vg_log( "Freeing existing record for player %lu\n", record->playerid );
+      vg_low( "Freeing existing record for player %lu\n", record->playerid );
       table->root_playerid = aatree_del( &sys->aainfo_playerid, existing );
       table->root_datetime = aatree_del( &sys->aainfo_datetime, existing );
       table->root_points = aatree_del( &sys->aainfo_points, existing );
@@ -389,7 +389,7 @@ static aatree_ptr highscore_set_user_nickname( u64 steamid, char nick[10] )
       name[i] = nick[i];
    name[10] = '\0';
 
-   vg_log( "Updating %lu's nickname -> %s\n", steamid, name );
+   vg_low( "Updating %lu's nickname -> %s\n", steamid, name );
 
    struct highscore_system *sys = &highscore_system;
    
diff --git a/main.c b/main.c
index e967bcf9bb3c8acf3cf85c714102434663111cd5..fb53847515fe81382283495ec14ec71944506ad7 100644 (file)
--- a/main.c
+++ b/main.c
 /*
- * Copyright 2021-2022 (C) Mount0 Software, Harry Godden - All Rights Reserved
+ * =============================================================================
  *
- * module.h               structure definitions
- *  module_submodule.h    implementation
- *  module_submodule_2.h
+ * Copyright  .        . .       -----, ,----- ,---.   .---.
+ * 2021-2022  |\      /| |           /  |      |    | |    /|
+ *            | \    / | +--        /   +----- +---'  |   / |
+ *            |  \  /  | |         /    |      |   \  |  /  |
+ *            |   \/   | |        /     |      |    \ | /   |
+ *            '        ' '--' [] '----- '----- '     ' '---'  SOFTWARE
+ *
+ * =============================================================================
+ *
+ * register: shader register & init scheduling
+ * init:     initialization
+ * update:   logic
+ * render:   graphics
+ * free:     resource free
+ * 
  */
 
-#include "common.h"
-
-/* Resources */
-vg_tex2d tex_norwey = { .path = "textures/norway_foliage.qoi" };
-vg_tex2d tex_grid = { .path = "textures/grid.qoi" };
-vg_tex2d tex_sky = { .path = "textures/sky.qoi" };
-vg_tex2d tex_gradients = { .path = "textures/gradients.qoi",
-                           .flags = VG_TEXTURE_CLAMP };
-vg_tex2d tex_cement = { .path = "textures/cement512.qoi" };
-vg_tex2d tex_water = { .path = "textures/water.qoi" };
-
-/* Convars */
-static int debugview = 0;
-static int sv_debugcam = 0;
-static int lightedit = 0;
-static int sv_scene = 0;
-static int cl_ui = 1;
-
-/* Components */
 #define SR_NETWORKED
-
-/* uncomment this to run the game without any graphics being drawn */
-//#define SR_NETWORK_TEST
-
+#define VG_3D
+#include "common.h"
 #include "steam.h"
-#include "network.h"
-
-#include "model.h"
-//#include "road.h"
-#include "scene.h"
-//#include "ik.h"
-#include "audio.h"
-//#include "terrain.h"
-//#include "character.h"
-#include "ragdoll.h"
-#include "rigidbody.h"
 #include "render.h"
+#include "audio.h"
 #include "world.h"
 #include "player.h"
 
-#include "shaders/blit.h"
-#include "shaders/standard.h"
-#include "shaders/unlit.h"
-
-#include "physics_test.h"
-#include "anim_test.h"
-
-#include "gate.h"
-
-void vg_register(void)
-{
-   shader_blit_register();
-   shader_standard_register();
-   shader_vblend_register();
-   shader_unlit_register();
-
-   player_register();
-   world_register();
-   gate_register();
-}
-
-static void init_other(void)
-{
-   player_init();
-   render_init();
-   gate_init();
-   world_init();
-   audio_init();
-}
-
-vg_tex2d *texture_list[] =
-{
-   &tex_norwey,
-   &tex_gradients,
-   &tex_grid,
-   &tex_sky,
-   &tex_cement,
-   &tex_water,
-   &tex_water_surf
-};
+static int cl_ui = 1;
 
 int main( int argc, char *argv[] )
 { 
-   highscores_init( 2000, 50 );
-   vg_init( argc, argv, "Voyager Game Engine" ); 
+   vg_enter( argc, argv, "Voyager Game Engine" ); 
 }
 
-static int playermodel( int argc, char const *argv[] )
+static void highscores_save_at_exit(void*_)
 {
-   if( argc < 1 ) return 0;
-   
-   glmesh old_mesh = player.mdl.mesh;
-
-   if( player_load_model( argv[0] ) )
-      mesh_free( &old_mesh );
-
-   return 1;
+   highscores_serialize_all();
+   highscores_free();
 }
 
-void vg_start(void)
+int vg_preload(void)
 {
-   steam_init();
-
-   vg_convar_push( (struct vg_convar){
-      .name = "fc",
-      .data = &freecam,
-      .data_type = k_convar_dtype_i32,
-      .opt_i32 = { .min=0, .max=1, .clamp=1 },
-      .persistent = 1
-   });
-
-   vg_convar_push( (struct vg_convar){
-      .name = "grid",
-      .data = &walk_grid_iterations,
-      .data_type = k_convar_dtype_i32,
-      .opt_i32 = { .min=0, .max=1, .clamp=0 },
-      .persistent = 1
-   });
-
-   vg_convar_push( (struct vg_convar){
-      .name = "fcs",
-      .data = &fc_speed,
-      .data_type = k_convar_dtype_f32,
-      .opt_f32 = { .clamp = 0 },
-      .persistent = 1
-   });
-
-   vg_convar_push( (struct vg_convar){
-      .name = "ledit",
-      .data = &lightedit,
-      .data_type = k_convar_dtype_i32,
-      .opt_i32 = { .min=0, .max=1, .clamp=1 },
-      .persistent = 1
-   });
-
    vg_convar_push( (struct vg_convar){
       .name = "cl_ui",
       .data = &cl_ui,
@@ -149,141 +50,76 @@ void vg_start(void)
       .persistent = 1
    });
 
-   vg_convar_push( (struct vg_convar){
-      .name = "walk_speed",
-      .data = &k_walkspeed,
-      .data_type = k_convar_dtype_f32,
-      .opt_f32 = { .clamp = 0 },
-      .persistent = 1
-   });
+vg_info(" Copyright  .        . .       -----, ,----- ,---.   .---.  " );
+vg_info(" 2021-2022  |\\      /| |           /  |      |    | |    /| " );
+vg_info("            | \\    / | +--        /   +----- +---'  |   / | " );
+vg_info("            |  \\  /  | |         /    |      |   \\  |  /  | " );
+vg_info("            |   \\/   | |        /     |      |    \\ | /   | " );
+vg_info("            '        ' '--' [] '----- '----- '     ' '---'  " 
+        "SOFTWARE" );
 
-   vg_convar_push( (struct vg_convar){
-      .name = "run_speed",
-      .data = &k_runspeed,
-      .data_type = k_convar_dtype_f32,
-      .opt_f32 = { .clamp = 0 },
-      .persistent = 1
-   });
+   highscores_init( 2000, 50 );
+   if( !vg_loader_highwater( highscores_save_at_exit, NULL ) )         return 0;
 
-   vg_convar_push( (struct vg_convar){
-      .name = "walk_accel",
-      .data = &k_walk_accel,
-      .data_type = k_convar_dtype_f32,
-      .opt_f32 = { .clamp = 0 },
-      .persistent = 1
-   });
+   vg_sleep_ms(200);
 
-   vg_convar_push( (struct vg_convar){
-      .name = "rd_floaty",
-      .data = &k_ragdoll_floatyiness,
-      .data_type = k_convar_dtype_f32,
-      .opt_f32 = { .clamp = 0 },
-      .persistent = 1
-   });
+   if( !steam_init() )                                                 return 0;
+   if( !vg_loader_highwater( steam_end, NULL ) )                       return 0;
 
-   vg_convar_push( (struct vg_convar){
-      .name = "rd_floatd",
-      .data = &k_ragdoll_floatydrag,
-      .data_type = k_convar_dtype_f32,
-      .opt_f32 = { .clamp = 0 },
-      .persistent = 1
-   });
+   if( !network_init() )                                               return 0;
+   if( !vg_loader_highwater( network_end, NULL ) )                     return 0;
 
-   vg_convar_push( (struct vg_convar){
-      .name = "dt",
-      .data = &ktimestep,
-      .data_type = k_convar_dtype_f32,
-      .opt_f32 = { .clamp = 0 },
-      .persistent = 0
-   });
+   return 1;
+}
 
-   vg_convar_push( (struct vg_convar){
-      .name = "debugcam",
-      .data = &sv_debugcam,
-      .data_type = k_convar_dtype_i32,
-      .opt_i32 = { .min=0, .max=1, .clamp=0 },
-      .persistent = 1
-   });
+int vg_load(void)
+{
+   if( !render_init() )                                                return 0;
+   if( !vg_loader_highwater( render_free, NULL ) )                     return 0;
 
-   vg_convar_push( (struct vg_convar){
-      .name = "debugview",
-      .data = &debugview,
-      .data_type = k_convar_dtype_i32,
-      .opt_i32 = { .min=0, .max=1, .clamp=0 },
-      .persistent = 1
-   });
+   if( !world_init() )                                                 return 0;
 
-       vg_function_push( (struct vg_cmd){
-               .name = "reset",
-               .function = reset_player
-       });
+   if( !player_init() )                                                return 0;
+   if( !vg_loader_highwater( player_model_free, NULL ) )               return 0;
 
-   vg_tex2d_init( texture_list, vg_list_size( texture_list ) );
-   
-   init_other();
 
-   /* 
-    * If we're in physics test mode we dont need to load anything else, this
-    * parameter is dev only. TODO: dev only cvars that don't ship with the game
-    * when building in release mode.
-    */
 
-   if( sv_scene == 0 )
-   {
-      player_load_model( "ch_new" );
+   if( !vg_bake_shaders() )                                            return 0;
 
-      world_load();
 
-      reset_player( 1, (const char *[]){ "start" } );
-      rb_init( &player.phys.rb );
+   if( !audio_init() )                                                 return 0;
+   if( !vg_loader_highwater( audio_free, NULL ) )                      return 0;
 
-      network_init();
-   }
-   else if( sv_scene == 1 )
-   {
-      physics_test_start();
-   }
-   else if( sv_scene == 2 )
-   {
-      anim_test_start();
-   }
+   /* FInal step */
+   world_load();
+   vg_console_load_autos();
+
+   return 1;
 }
 
-void vg_free(void)
+static void vg_start(void)
 {
-   network_end();
-   vg_tex2d_free( texture_list, vg_list_size(texture_list) );
-   /* TODO: THE REST OF THE GOD DAMN FREEING STUFF */
-   steam_end();
+   player_load_model( "ch_new" );
+   reset_player( 1, (const char *[]){ "start" } );
+}
 
-   highscores_serialize_all();
-   highscores_free();
+static void draw_origin_axis(void)
+{
+   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 );
 }
 
-void vg_update(void)
+void vg_update( int loaded )
 {
    steam_update();
 
-   if( sv_scene == 0 )
+   if( loaded )
    {
+      draw_origin_axis();
       network_update();
       player_update();
       world_update( player.phys.rb.co );
-      //traffic_visualize( world.traffic, world.traffic_count );
-      //
-      /* TEMP */
-      if( glfwGetKey( vg_window, GLFW_KEY_J ))
-      {
-         v3_copy( player.camera_pos, world.mr_ball.co );
-      }
-   }
-   else if( sv_scene == 1 )
-   {
-      physics_test_update();
-   }
-   else if( sv_scene == 2 )
-   {
-      anim_test_update();
    }
 }
 
@@ -294,18 +130,14 @@ static void vg_framebuffer_resize( int w, int h )
    water_fb_resize();
 }
 
-static void draw_origin_axis(void)
-{
-   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 );
-}
-
 static void render_main_game(void)
 {
+   /* TODO Breakup this & Gen */
+#if 0
    float speed = freecam? 0.0f: v3_length( player.phys.rb.v );
    v3f shake = { vg_randf()-0.5f, vg_randf()-0.5f, vg_randf()-0.5f };
    v3_muls( shake, speed*0.01f, shake );
+#endif
 
    m4x4f world_4x4;
    m4x3_expand( player.camera_inverse, world_4x4 );
@@ -333,7 +165,6 @@ static void render_main_game(void)
    glBindFramebuffer( GL_FRAMEBUFFER, 0 );
    render_water_surface( vg_pv, player.camera );
 
-   vg_tex2d_bind( &tex_water, 1 ); /*TODO: ?*/
    render_world_gates( vg_pv, player.phys.rb.co, player.camera );
    
    /* Copy the RGB of what we have into the background buffer */
@@ -378,91 +209,30 @@ static void render_main_game(void)
    glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background );
 
    render_fsquad();
-   glDisable(GL_BLEND);
-
-   /* Other shite */
-   glDisable( GL_DEPTH_TEST );
-   vg_lines_drawall( (float *)vg_pv );
-   glViewport( 0,0, vg_window_x, vg_window_y );
 }
 
-void vg_render(void) 
+void vg_render(void)
 {
    glBindFramebuffer( GL_FRAMEBUFFER, 0 );
    glViewport( 0,0, vg_window_x, vg_window_y );
-
    glDisable( GL_DEPTH_TEST );
+
    glClearColor( 0.11f, 0.35f, 0.37f, 1.0f );
    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
 
-#ifndef SR_NETWORK_TEST
-   draw_origin_axis();
-
-   if( sv_scene == 0 )
-   {
-      render_main_game();
-   }
-   else if( sv_scene == 1 )
-   {
-      physics_test_render();
-   }
-   else if( sv_scene == 2 )
-   {
-      anim_test_render( &tex_characters );
-   }
-#endif
-}
-
-static void run_light_widget( struct light_widget *lw )
-{
-   struct ui_checkbox c1 = { .data=&lw->enabled };
-
-   ui_checkbox( &ui_global_ctx, &c1 );
-   
-   if( lw->enabled )
-   {
-      struct ui_slider_vector 
-         colour = { .min=0.0f, .max=2.0f, .len=3, .data=lw->colour },
-         dir    = { .min=-VG_PIf, .max=VG_PIf, .len=2, .data=lw->dir };
-
-      ui_slider_vector( &ui_global_ctx, &colour );
-      ui_global_ctx.cursor[1] += 4;
-      ui_slider_vector( &ui_global_ctx, &dir );
-   }
-}
-
-static void run_debug_info(void)
-{
-   char buf[40];
+   render_main_game();
    
-   snprintf( buf, 40, "%.2fm/s", v3_length( player.phys.rb.v ) );
-   gui_text( (ui_px [2]){ 0, 0 }, buf, 1, k_text_align_left );
    
-   snprintf( buf, 40, "%.2f %.2f %.2f m/s", 
-         player.phys.a[0], player.phys.a[1], player.phys.a[2] );
-   gui_text( (ui_px [2]){ 0, 20 }, buf, 1, k_text_align_left );
-
-   snprintf( buf, 40, "pos %.2f %.2f %.2f", 
-         player.phys.rb.co[0], player.phys.rb.co[1], player.phys.rb.co[2] );
-   gui_text( (ui_px [2]){ 0, 40 }, buf, 1, k_text_align_left );
-
-   if( vg_gamepad_ready )
-   {
-      for( int i=0; i<6; i++ )
-      {
-         snprintf( buf, 40, "%.2f", vg_gamepad.axes[i] );
-         gui_text( (ui_px [2]){ 0, (i+3)*20 }, buf, 1, k_text_align_left );
-      }
-   }
-   else
-   {
-      gui_text( (ui_px [2]){ 0, 60 }, 
-            "Gamepad not ready", 1, k_text_align_left );
-   }
+   /* Other shite */
+   glDisable(GL_BLEND);
+   glDisable( GL_DEPTH_TEST );
+   vg_lines_drawall( (float *)vg_pv );
+   glViewport( 0,0, vg_window_x, vg_window_y );
 }
 
 void vg_ui(void)
 {
+#if 0
    if( lightedit )
    {
       ui_global_ctx.cursor[0] = 10;
@@ -497,6 +267,7 @@ void vg_ui(void)
 
       render_update_lighting_ub();
    }
+#endif
    
    //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
    if( cl_ui )
@@ -506,37 +277,58 @@ void vg_ui(void)
    //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
    
    audio_debug_soundscapes();
-   world_audio_debug();
+}
+
+void vg_free(void)
+{
+}
 
 #if 0
-   static double last_b_press = 0.0;
+static void run_light_widget( struct light_widget *lw )
+{
+   struct ui_checkbox c1 = { .data=&lw->enabled };
 
-   double localtime = vg_time - last_b_press;
+   ui_checkbox( &ui_global_ctx, &c1 );
+   
+   if( lw->enabled )
+   {
+      struct ui_slider_vector 
+         colour = { .min=0.0f, .max=2.0f, .len=3, .data=lw->colour },
+         dir    = { .min=-VG_PIf, .max=VG_PIf, .len=2, .data=lw->dir };
 
-   world_routes_ui_updatetime( 0, localtime );
-   world_routes_ui_draw( 0, (v4f){ 1.0f,0.0f,1.0f,1.0f}, 9.0f );
+      ui_slider_vector( &ui_global_ctx, &colour );
+      ui_global_ctx.cursor[1] += 4;
+      ui_slider_vector( &ui_global_ctx, &dir );
+   }
+}
+#endif
 
-   if( glfwGetKey(vg_window,GLFW_KEY_B) )
-      world_routes_ui_notch( 0, localtime );
+static void run_debug_info(void)
+{
+   char buf[40];
+   
+   snprintf( buf, 40, "%.2fm/s", v3_length( player.phys.rb.v ) );
+   gui_text( (ui_px [2]){ 0, 0 }, buf, 1, k_text_align_left );
+   
+   snprintf( buf, 40, "%.2f %.2f %.2f m/s", 
+         player.phys.a[0], player.phys.a[1], player.phys.a[2] );
+   gui_text( (ui_px [2]){ 0, 20 }, buf, 1, k_text_align_left );
 
-   if( vg_time-last_b_press > 1.0 )
-      if( glfwGetKey(vg_window,GLFW_KEY_N) )
-      {
-         last_b_press = vg_time;
-         world_routes_ui_newseg( 0 );
-      }
+   snprintf( buf, 40, "pos %.2f %.2f %.2f", 
+         player.phys.rb.co[0], player.phys.rb.co[1], player.phys.rb.co[2] );
+   gui_text( (ui_px [2]){ 0, 40 }, buf, 1, k_text_align_left );
 
-   static double last_m_press;
-   if( vg_time-last_m_press > 1.0 )
-      if( glfwGetKey( vg_window, GLFW_KEY_M) )
+   if( vg.gamepad_ready )
+   {
+      for( int i=0; i<6; i++ )
       {
-         last_m_press = vg_time;
-
-         vg_info( "start: %u\n",world.routes.routes[0].ui.segment_count );
-         for( int i=0; i<world.routes.routes[0].ui.segment_count; i++ )
-            world_routes_ui_popfirst(0);
-
-         vg_info( "new: %u\n",world.routes.routes[0].ui.segment_count );
+         snprintf( buf, 40, "%.2f", vg.gamepad.axes[i] );
+         gui_text( (ui_px [2]){ 0, (i+3)*20 }, buf, 1, k_text_align_left );
       }
-#endif
+   }
+   else
+   {
+      gui_text( (ui_px [2]){ 0, 60 }, 
+            "Gamepad not ready", 1, k_text_align_left );
+   }
 }
diff --git a/model.h b/model.h
index 24dacb875434d57f2328f0034edb24c7ce10ca6e..59b75beeb797e89aab8356eeedc5002cc77fa079 100644 (file)
--- a/model.h
+++ b/model.h
@@ -184,7 +184,8 @@ struct glmesh
    u32 indice_count;
 };
 
-static void mesh_upload( glmesh *mesh,
+__attribute__((warn_unused_result))
+static int mesh_upload( glmesh *mesh,
       mdl_vert *verts, u32 vert_count,
       u32 *indices, u32 indice_count )
 {
@@ -232,9 +233,13 @@ static void mesh_upload( glmesh *mesh,
          stride, (void *)offsetof(mdl_vert, groups) );
    glEnableVertexAttribArray( 5 );
 
-   
-   VG_CHECK_GL();
+   if( VG_CHECK_GL_ERR() )
+   {
+      return 0;
+   }
+
    mesh->indice_count = indice_count;
+   return 1;
 }
 
 static void mesh_bind( glmesh *mesh )
@@ -465,13 +470,15 @@ static void mdl_node_transform( mdl_node *pnode, m4x3f transform )
    v3_copy( pnode->co, transform[3] );
 }
 
-static void mdl_unpack_submesh( mdl_header *mdl, glmesh *mesh, mdl_submesh *sm )
+__attribute__((warn_unused_result))
+static int mdl_unpack_submesh( mdl_header *mdl, glmesh *mesh, mdl_submesh *sm )
 {
-   mesh_upload( mesh, mdl_submesh_vertices( mdl, sm ), sm->vertex_count,
-                      mdl_submesh_indices( mdl, sm ), sm->indice_count );
+   return mesh_upload( mesh, mdl_submesh_vertices( mdl, sm ), sm->vertex_count,
+                             mdl_submesh_indices( mdl, sm ), sm->indice_count );
 }
 
-static void mdl_unpack_glmesh( mdl_header *mdl, glmesh *mesh )
+__attribute__((warn_unused_result))
+static int mdl_unpack_glmesh( mdl_header *mdl, glmesh *mesh )
 {
    u32 offset = mdl_submesh_from_id( mdl, 0 )->vertex_count;
 
@@ -489,8 +496,8 @@ static void mdl_unpack_glmesh( mdl_header *mdl, glmesh *mesh )
    mdl_vert *vertex_base = mdl_baseptr( mdl, mdl->vertex_offset );
    u32 *indice_base = mdl_baseptr( mdl, mdl->indice_offset );
 
-   mesh_upload( mesh, vertex_base, mdl->vertex_count,
-                      indice_base, mdl->indice_count ); 
+   return mesh_upload( mesh, vertex_base, mdl->vertex_count,
+                       indice_base, mdl->indice_count ); 
 }
 
 static void mdl_draw_submesh( mdl_submesh *sm )
index d6d132e178269cfd38a7e2fa327732de83bc66ba..fc7c735b64bc6af44df3bef72f8004c9ff0369d5 100644 (file)
Binary files a/models_src/mp_dev.mdl and b/models_src/mp_dev.mdl differ
index a9b5c8f3423b79093053abca15af6ddba098a361..42bee347766226016a3b85b522a437062ecf21e1 100644 (file)
--- a/network.h
+++ b/network.h
 #define SR_USE_LOCALHOST
 
 /* Call it at start; Connects us to the gameserver */
-static void network_init(void);
+static int network_init(void);
 
 /* Run this from main loop */
 static void network_update(void);
 
 /* Call it at shutdown */
-static void network_end(void);
+static void network_end(void*_);
 
 /* 
  * Can buffer up a bunch of these by calling many times, they will be
@@ -320,7 +320,7 @@ static void network_update(void)
          }
          else
          {
-            vg_log( "Not making remote connection; app ticket not gotten\n" );
+            vg_low( "Not making remote connection; app ticket not gotten\n" );
          }
       }
 
@@ -334,7 +334,7 @@ static void network_update(void)
    }
 }
 
-static void network_init(void)
+static int network_init(void)
 {
    if( steam_ready )
    {
@@ -342,9 +342,11 @@ static void network_init(void)
                                on_server_connect_status );
       request_auth_ticket();
    }
+
+   return 1;
 }
 
-static void network_end(void)
+static void network_end(void*_)
 {
    /* TODO: Fire off any buffered highscores that need to be setn */
    if( cremote_state == k_ESteamNetworkingConnectionState_Connected ||
@@ -357,9 +359,9 @@ static void network_end(void)
 
 #else /* SR_NETWORKED */
 
-static void network_init(void){}
+static int network_init(void){ return 1; }
 static void network_update(void){}
-static void network_end(void){}
+static void network_end(void*_){}
 
 #endif /* SR_NETWORKED */
 #endif /* NETWORK_H */
index fa9335cde0b1bd769f92b54b5a43edf5326b4d09..0a226afaffe04541c3315dfc602dd81f859c88f0 100644 (file)
--- a/player.h
+++ b/player.h
@@ -177,17 +177,58 @@ static void player_restore_frame(void);
  * -----------------------------------------------------------------------------
  */
 
-static void player_register(void)                                        /* 0 */
+static int player_init(void)                                             /* 1 */
 {
-   player_model_register();
-}
-
-static void player_init(void)                                            /* 1 */
-{
-   player_model_init();
-
+   rb_init( &player.phys.rb );
    rb_init( &player.collide_front );
    rb_init( &player.collide_back  );
+
+   vg_convar_push( (struct vg_convar){
+      .name = "walk_speed",
+      .data = &k_walkspeed,
+      .data_type = k_convar_dtype_f32,
+      .opt_f32 = { .clamp = 0 },
+      .persistent = 1
+   });
+
+   vg_convar_push( (struct vg_convar){
+      .name = "run_speed",
+      .data = &k_runspeed,
+      .data_type = k_convar_dtype_f32,
+      .opt_f32 = { .clamp = 0 },
+      .persistent = 1
+   });
+
+   vg_convar_push( (struct vg_convar){
+      .name = "walk_accel",
+      .data = &k_walk_accel,
+      .data_type = k_convar_dtype_f32,
+      .opt_f32 = { .clamp = 0 },
+      .persistent = 1
+   });
+
+   vg_convar_push( (struct vg_convar){
+      .name = "fc",
+      .data = &freecam,
+      .data_type = k_convar_dtype_i32,
+      .opt_i32 = { .min=0, .max=1, .clamp=1 },
+      .persistent = 1
+   });
+
+   vg_convar_push( (struct vg_convar){
+      .name = "fcs",
+      .data = &fc_speed,
+      .data_type = k_convar_dtype_f32,
+      .opt_f32 = { .clamp = 0 },
+      .persistent = 1
+   });
+
+       vg_function_push( (struct vg_cmd){
+               .name = "reset",
+               .function = reset_player
+       });
+
+   return player_model_init();
 }
 
 static void player_update(void)                                          /* 2 */
index 33dc3bf82d31e033302f8171cffc8d44669ca45c..02b4d255ef17a8ef1bb8289fb4b41c9da126a575 100644 (file)
@@ -154,7 +154,7 @@ static void player_animate(void)
       /* trick setup */
       float jump_start_frame = 14.0f/30.0f;
 
-      player.fjump = vg_lerpf( player.fjump, phys->jump, 0.08f );
+      player.fjump = vg_lerpf( player.fjump, phys->jump, 0.14f );
 
       float setup_frame = phys->jump * jump_start_frame,
             setup_blend = vg_minf( player.fjump, 1.0f );
index 5402b7a6d424db068532d2f537016aec19483266..3071af3097802e2ec7870bf8bb6abdca8806a47f 100644 (file)
@@ -1,3 +1,12 @@
+/*
+ * Copyright 2021-2022 (C) Mount0 Software, Harry Godden - All Rights Reserved
+ * -----------------------------------------------------------------------------
+ *
+ * Player audio
+ *
+ * -----------------------------------------------------------------------------
+ */
+
 #ifndef PLAYER_AUDIO_H
 #define PLAYER_AUDIO_H
 
@@ -48,6 +57,7 @@ static void player_audio(void)
    audio_player_set_position( &audio_player1, phys->rb.co );
    audio_player_set_position( &audio_player2, 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_normalize( delta );
index a2379fca6e3db158655a83e2bd53de5663afd2b5..e0693b16433aad19987cf4b81ade116c0d6269e4 100644 (file)
 
 vg_tex2d tex_characters = { .path = "textures/ch_gradient.qoi" };
 
-static void player_model_register(void)
+static int player_model_init(void)
 {
    shader_viewchar_register();
+
+   if( vg_acquire_thread_sync(1) )
+   {
+      vg_tex2d_init( (vg_tex2d *[]){ &tex_characters }, 1 );
+      vg_release_thread_sync(1);
+      return 1;
+   }
+   else
+      return 0;
 }
 
-static void player_model_init(void)
+static void player_model_free(void *_)
 {
-   vg_tex2d_init( (vg_tex2d *[]){ &tex_characters }, 1 );
+   vg_tex2d_free( (vg_tex2d *[]){ &tex_characters }, 1 );
 }
 
-
 /*
  * Load model from file (.mdl)
  */
@@ -37,7 +45,9 @@ static int player_load_model( const char *name )
 
    struct player_model *mdl = &player.mdl;
    
-   mdl_unpack_glmesh( src, &mdl->mesh );
+   if( !mdl_unpack_glmesh( src, &mdl->mesh ) )
+      goto il_free_err;
+
    skeleton_setup( &mdl->sk, src );
 
    /* 
index f77f10625ef1ee8b71bae081bc310e82b3863346..6a5b56d5beffc50b0aec45fbd7b56dfc9f13058d 100644 (file)
--- a/render.h
+++ b/render.h
@@ -1,6 +1,11 @@
 #include "common.h"
 #include "model.h"
 
+#include "shaders/blit.h"
+#include "shaders/standard.h"
+#include "shaders/vblend.h"
+#include "shaders/unlit.h"
+
 static void render_water_texture( m4x3f camera );
 static void render_water_surface( m4x4f pv, m4x3f camera );
 static void render_world( m4x4f projection, m4x3f camera );
@@ -10,6 +15,15 @@ static void render_world_depth( m4x4f projection, m4x3f camera );
 #ifndef RENDER_H
 #define RENDER_H
 
+struct framebuffer
+{
+   GLuint fb, colour, rb;
+   int div;
+   GLuint format;
+
+   int allocated;
+};
+
 static struct pipeline
 {
    float fov;
@@ -48,6 +62,8 @@ static struct pipeline
    GLuint fb_depthmap, rgb_depthmap;
    GLuint ubo_world_lighting,
           ubo_world;
+
+   int ready;
 }
 gpipeline =
 {
@@ -155,26 +171,9 @@ static void render_update_lighting_ub(void)
          &gpipeline.ub_world_lighting );
 }
 
-static void render_alloc_ub(void)
-{
-   glGenBuffers( 1, &gpipeline.ubo_world_lighting );
-   glBindBuffer( GL_UNIFORM_BUFFER, gpipeline.ubo_world_lighting );
-   glBufferData( GL_UNIFORM_BUFFER, sizeof(struct ub_world_lighting), 
-         NULL, GL_DYNAMIC_DRAW );
-
-   render_update_lighting_ub();
-   glBindBufferBase( GL_UNIFORM_BUFFER, 0, gpipeline.ubo_world_lighting );
-}
-
 /* 
  * Framebuffers
  */
-struct framebuffer
-{
-   GLuint fb, colour, rb;
-   int div;
-   GLuint format;
-};
 
 static void fb_use( struct framebuffer *fb )
 {
@@ -190,7 +189,8 @@ static void fb_use( struct framebuffer *fb )
    }
 }
 
-static void fb_init( struct framebuffer *fb )
+__attribute__((warn_unused_result))
+static int fb_init( struct framebuffer *fb )
 {
    i32 ix = vg_window_x / fb->div,
        iy = vg_window_y / fb->div;
@@ -214,6 +214,23 @@ static void fb_init( struct framebuffer *fb )
 
    glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
          GL_RENDERBUFFER, fb->rb );
+   glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+
+   if( VG_CHECK_GL_ERR() )
+   {
+      fb->allocated = 0;
+      vg_error( "Error while creating standard framebuffer\n" );
+      return 0;
+   }
+
+   fb->allocated = 1;
+   return 1;
+}
+
+static void fb_free( struct framebuffer *fb )
+{
+   glDeleteTextures( 1, &fb->colour );
+   glDeleteFramebuffers( 1, &fb->fb );
 }
 
 static void fb_bindtex( struct framebuffer *fb, int texture )
@@ -224,6 +241,9 @@ static void fb_bindtex( struct framebuffer *fb, int texture )
 
 static void fb_resize( struct framebuffer *fb )
 {
+   if( !fb->allocated )
+      return;
+
    i32 ix = vg_window_x / fb->div,
        iy = vg_window_y / fb->div;
 
@@ -237,69 +257,134 @@ static void fb_resize( struct framebuffer *fb )
 
 static void render_fb_resize(void)
 {
-   glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background );
-   glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, vg_window_x, vg_window_y, 0, 
-         GL_RGB, GL_UNSIGNED_BYTE, NULL );
+   if( gpipeline.ready )
+   {
+      glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background );
+      glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, vg_window_x, vg_window_y, 0, 
+            GL_RGB, GL_UNSIGNED_BYTE, NULL );
+   }
 }
 
 /*
  * Vg
  */
-static void render_init(void)
+static int render_init(void)
 {
-   glGenFramebuffers( 1, &gpipeline.fb_background );
-   glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_background );
+   shader_blit_register();
+   shader_standard_register();
+   shader_vblend_register();
+   shader_unlit_register();
 
-   glGenTextures( 1, &gpipeline.rgb_background );
-   glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background );
-   glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, vg_window_x, vg_window_y, 
-         0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
+   if( vg_acquire_thread_sync(1) )
+   {
+      vg_info( "Allocating framebuffers\n" );
 
-   glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
-   glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
-   glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, 
-         GL_TEXTURE_2D, 
-         gpipeline.rgb_background, 0);
+      glGenFramebuffers( 1, &gpipeline.fb_background );
+      glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_background );
 
-   /* 
-    * World depth map, maybe this should be moved to world.h
-    * TODO: review
-    */
-   glGenFramebuffers( 1, &gpipeline.fb_depthmap );
-   glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_depthmap );
+      glGenTextures( 1, &gpipeline.rgb_background );
+      glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background );
+      glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, vg_window_x, vg_window_y, 
+            0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
 
-   glGenTextures( 1, &gpipeline.rgb_depthmap );
-   glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_depthmap );
-   glTexImage2D( GL_TEXTURE_2D, 0, GL_R32F, 1024, 1024, 0, 
-         GL_RED, GL_FLOAT, NULL );
-   glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
-   glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
-   vg_tex2d_clamp();
+      glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
+      glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
+      glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, 
+            GL_TEXTURE_2D, 
+            gpipeline.rgb_background, 0);
 
-   glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, 
-         GL_TEXTURE_2D, 
-         gpipeline.rgb_depthmap, 0);
+      if( VG_CHECK_GL_ERR() )
+      {
+         vg_error( "Error while creating back buffer\n" );
+         vg_release_thread_sync(1);
+         return 0;
+      }
 
-   float quad[] = { 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f,
-                    0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f };
+      /* 
+       * World depth map, maybe this should be moved to world.h
+       * TODO: review
+       */
+      glGenFramebuffers( 1, &gpipeline.fb_depthmap );
+      glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_depthmap );
+
+      glGenTextures( 1, &gpipeline.rgb_depthmap );
+      glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_depthmap );
+      glTexImage2D( GL_TEXTURE_2D, 0, GL_R32F, 1024, 1024, 0, 
+            GL_RED, GL_FLOAT, NULL );
+      glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
+      glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
+      vg_tex2d_clamp();
+
+      glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, 
+            GL_TEXTURE_2D, 
+            gpipeline.rgb_depthmap, 0);
+
+      if( VG_CHECK_GL_ERR() )
+      {
+         vg_error( "Error while creating world depth buffer\n" );
+         glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+         vg_release_thread_sync(1);
+         return 0;
+      }
 
-   glGenVertexArrays( 1, &gpipeline.fsquad.vao );
-   glGenBuffers( 1, &gpipeline.fsquad.vbo );
-   glBindVertexArray( gpipeline.fsquad.vao );
-   glBindBuffer( GL_ARRAY_BUFFER, gpipeline.fsquad.vbo );
-   glBufferData( GL_ARRAY_BUFFER, sizeof(quad), quad, GL_STATIC_DRAW );
-   glBindVertexArray( gpipeline.fsquad.vao );
-   glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 
-         sizeof(float)*2, (void*)0 );
-   glEnableVertexAttribArray( 0 );
-   VG_CHECK_GL();
+      float quad[] = { 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f,
+                       0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f };
 
-   render_alloc_ub();
+      glGenVertexArrays( 1, &gpipeline.fsquad.vao );
+      glGenBuffers( 1, &gpipeline.fsquad.vbo );
+      glBindVertexArray( gpipeline.fsquad.vao );
+      glBindBuffer( GL_ARRAY_BUFFER, gpipeline.fsquad.vbo );
+      glBufferData( GL_ARRAY_BUFFER, sizeof(quad), quad, GL_STATIC_DRAW );
+      glBindVertexArray( gpipeline.fsquad.vao );
+      glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 
+            sizeof(float)*2, (void*)0 );
+      glEnableVertexAttribArray( 0 );
+
+      if( VG_CHECK_GL_ERR() )
+      {
+         vg_error( "Error while creating fsquad\n" );
+         glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+         vg_release_thread_sync(1);
+         return 0;
+      }
+
+      glGenBuffers( 1, &gpipeline.ubo_world_lighting );
+      glBindBuffer( GL_UNIFORM_BUFFER, gpipeline.ubo_world_lighting );
+      glBufferData( GL_UNIFORM_BUFFER, sizeof(struct ub_world_lighting), 
+            NULL, GL_DYNAMIC_DRAW );
+
+      render_update_lighting_ub();
+      glBindBufferBase( GL_UNIFORM_BUFFER, 0, gpipeline.ubo_world_lighting );
+
+      if( VG_CHECK_GL_ERR() )
+      {
+         vg_error( "Error while creating world uniform buffers\n" );
+         glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+         vg_release_thread_sync(1);
+         return 0;
+      }
+
+      glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+      vg_success( "Done\n" );
+      
+      gpipeline.ready = 1;
+      vg_release_thread_sync(1);
+      return 1;
+   }
+   else
+      return 0;
 }
 
-static void render_free(void)
+static void render_free(void *_)
 {
-   /* TODO: ... */
+   glDeleteVertexArrays( 1, &gpipeline.fsquad.vao );
+   glDeleteBuffers( 1, &gpipeline.fsquad.vbo );
+
+   glDeleteFramebuffers( 1, &gpipeline.fb_background );
+   glDeleteFramebuffers( 1, &gpipeline.fb_depthmap );
+
+   glDeleteTextures( 1, &gpipeline.rgb_background );
+   glDeleteTextures( 1, &gpipeline.rgb_depthmap );
 }
 
 /*
index 026d8676dbd0cbccab6b7174c2a1498626ce2e77..29e8cea766b19e44abeb861740afa490cf90abd7 100644 (file)
@@ -338,17 +338,12 @@ static void rb_init( rigidbody *rb )
       v3f dims;
       v3_sub( rb->bbx[1], rb->bbx[0], dims );
       volume = dims[0]*dims[1]*dims[2];
-      
-      if( !rb->is_world )
-         vg_info( "Box volume: %f\n", volume );
    }
    else if( rb->type == k_rb_shape_sphere )
    {
       volume = sphere_volume( rb->inf.sphere.radius );
       v3_fill( rb->bbx[0], -rb->inf.sphere.radius );
       v3_fill( rb->bbx[1],  rb->inf.sphere.radius );
-
-      vg_info( "Sphere volume: %f\n", volume );
    }
    else if( rb->type == k_rb_shape_capsule )
    {
diff --git a/scene.h b/scene.h
index 8754d00985ba6f1a22af9a42b423bbf736c6b790..acfc56b95c501dba14a0ecf456fcf6e63973e50d 100644 (file)
--- a/scene.h
+++ b/scene.h
@@ -84,25 +84,6 @@ static void scene_init( scene *pscene )
 #endif
 }
 
-static void *buffer_reserve( void *buffer, u32 count, u32 *cap, u32 amount, 
-      size_t emsize )
-{
-   if( count+amount > *cap )
-   {
-      *cap = VG_MAX( (*cap)*2, (*cap)+amount );
-      
-      return realloc( buffer, (*cap) * emsize );
-   }
-
-   return buffer;
-}
-
-static void *buffer_fix( void *buffer, u32 count, u32 *cap, size_t emsize )
-{
-   *cap = count;
-   return realloc( buffer, (*cap) * emsize );
-}
-
 /* 
  * Append a model into the scene with a given transform
  */
@@ -199,15 +180,21 @@ static void scene_fix( scene *pscene )
          &pscene->indice_cap, sizeof( mdl_vert ));
 }
 
-static void scene_upload( scene *pscene )
+__attribute__((warn_unused_result))
+static int scene_upload( scene *pscene )
 {
-   mesh_upload( &pscene->mesh,
+   if( ! mesh_upload( &pscene->mesh,
          pscene->verts, pscene->vertex_count,
-         pscene->indices, pscene->indice_count );
+         pscene->indices, pscene->indice_count ) )
+   {
+      return 0;
+   }
 
    vg_info( "Scene upload\n" );
    vg_info( "   indices:%u\n", pscene->indice_count );
    vg_info( "   verts:%u\n", pscene->vertex_count );
+
+   return 1;
 }
 
 static void scene_bind( scene *pscene )
@@ -232,10 +219,6 @@ static void scene_free( scene *pscene )
    /* TODO: bvh */
 }
 
-static void scene_register(void)
-{
-}
-
 /*
  * BVH implementation
  */
index e9586795c42836ca02832b6d996c1e1dd709a1e8..9130269c8a56a4f660f64401a8658203f9c186b0 100755 (executable)
@@ -11,21 +11,20 @@ shader(){
 }
 
 shader blit blit.vs blit.fs
-shader fscolour blit.vs colour.fs
-shader terrain standard.vs terrain.fs
-shader vblend standard.vs vblend.fs
-shader alphatest standard.vs std_alphatest.fs
 shader standard standard.vs standard.fs
+shader vblend standard.vs vblend.fs
 shader unlit standard.vs unlit.fs
-shader character character.vs character.fs
-shader gate gate.vs gate.fs
-shader gatelq gate.vs gate_lq.fs
-shader water standard.vs water.fs
+shader terrain standard.vs terrain.fs
 shader sky standard.vs sky.fs
 shader planeinf standard.vs planeinf.fs
 shader gpos standard.vs gpos.fs
-shader route standard.vs route.fs
+shader fscolour blit.vs colour.fs
+shader alphatest standard.vs std_alphatest.fs
 shader scoretext scoretext.vs vblend.fs
+shader water standard.vs water.fs
+shader gate gate.vs gate.fs
+shader gatelq gate.vs gate_lq.fs
+shader route standard.vs route.fs
 shader routeui routeui.vs routeui.fs
 shader viewchar standard_skinned.vs viewchar.fs
 
index d74e6608d0129f796f0eaf0a5a23021046d9dc38..abbef4e0d9445fa1a17ec14f83d068371f81a9a9 100644 (file)
@@ -533,7 +533,7 @@ static int skeleton_setup( struct skeleton *skele, mdl_header *mdl )
 
       skele->anims[i].rate = anim->rate;
       skele->anims[i].length = anim->length;
-      strncpy( skele->anims[i].name, mdl_pstr(mdl, anim->pstr_name), 32 );
+      strncpy( skele->anims[i].name, mdl_pstr(mdl, anim->pstr_name), 31 );
 
       u32 total_keyframes = (skele->bone_count-1)*anim->length;
       size_t block_size = sizeof(mdl_keyframe) * total_keyframes;
diff --git a/steam.h b/steam.h
index 57af4295275acf6d67894da542fa89aec3395289..c0fb7894d21e97846496e1864f78b83b5cccf153 100644 (file)
--- a/steam.h
+++ b/steam.h
@@ -2,6 +2,7 @@
 #define STEAM_H
 
 #include "vg/vg_steam.h"
+#include "vg/vg_steam_utils.h"
 #include "vg/vg_steam_networking.h"
 #include "vg/vg_steam_auth.h"
 #include "vg/vg_steam_http.h"
  * nothing.
  */
 
+static void recv_steam_warning( int severity, const char *msg )
+{
+   if( severity == 0 )
+      vg_low( "%s\n", msg );
+   else
+      vg_info( "%s\n", msg );
+}
+
 static int steam_ready = 0;
 static void *hSteamNetworkingSockets,
             *hSteamUser;
 
 static HSteamPipe hSteamClientPipe;
 
-static void steam_init(void)
+static int steam_init(void)
 {
 #ifdef SR_NETWORKED
+   vg_info( "Initializing steamworks\n" );
+
    if( !SteamAPI_Init() )
    {
+      printf("\n");
       vg_error( "Steamworks failed to initialize\n" );
-      return;
+      return 1;
    }
+
    steam_ready = 1;
 
    SteamAPI_ManualDispatch_Init();
-   vg_success( "Steamworks API running\n" );
 
    /* Connect interfaces */
    hSteamClientPipe = SteamAPI_GetHSteamPipe();
    hSteamNetworkingSockets = SteamAPI_SteamNetworkingSockets_SteamAPI();
    hSteamUser = SteamAPI_SteamUser();
+
+   ISteamUtils *utils = SteamAPI_SteamUtils();
+   SteamAPI_ISteamUtils_SetWarningMessageHook( utils, recv_steam_warning );
+
+   printf("\n");
+   vg_success( "\nSteamworks API running\n" );
 #endif
+
+   return 1;
 }
 
 static void steam_update(void)
@@ -49,7 +69,7 @@ static void steam_update(void)
       steamworks_event_loop( hSteamClientPipe );
 }
 
-static void steam_end(void)
+static void steam_end(void *nothing)
 {
    if( steam_ready )
    {
diff --git a/world.h b/world.h
index 8779df9ef8790e7b0d6ad0dbd63960e38e759365..8c5837d5c77cff4f7c117bf6e0954e83fac66cdf 100644 (file)
--- a/world.h
+++ b/world.h
@@ -5,13 +5,14 @@ static int ray_world( v3f pos, v3f dir, ray_hit *hit );
 #ifndef WORLD_H
 #define WORLD_H
 
+#include "vg/vg_loader.h"
+
 #include "network.h"
 #include "network_msg.h"
 #include "scene.h"
 #include "terrain.h"
 #include "render.h"
 #include "rigidbody.h"
-#include "gate.h"
 #include "bvh.h"
 #include "lighting.h"
 #include "model.h"
@@ -111,7 +112,15 @@ static struct gworld
 
       struct route_gate
       {
-         teleport_gate gate;
+         struct teleport_gate
+         { 
+            v3f co[2];
+            v4f q[2];
+            v2f dims;
+
+            m4x3f to_world, recv_to_world, transport;
+         } 
+         gate;
          
          u32 node_id;
 
@@ -183,8 +192,6 @@ static struct gworld
    glmesh cars;
    mdl_submesh car_holden;
 
-   rigidbody mr_ball;
-
    /* Load time */
 
    struct instance_cache
@@ -215,17 +222,18 @@ static int ray_world( v3f pos, v3f dir, ray_hit *hit );
  */
 #include "world_routes.h"
 #include "world_sfd.h"
-#include "world_audio.h"
 #include "world_render.h"
 #include "world_water.h"
 #include "world_gen.h"
+#include "world_gate.h"
 
 /* 
  * -----------------------------------------------------------------------------
  *                                    Events
  * -----------------------------------------------------------------------------
  */
-static void world_register(void)
+
+static int world_init(void)
 {
    shader_terrain_register();
    shader_sky_register();
@@ -234,43 +242,80 @@ static void world_register(void)
    shader_fscolour_register();
    shader_alphatest_register();
 
-   world_routes_register();
-   world_sfd_register();
-   world_water_register();
-}
-
-static void world_free(void)
-{
-   /* TODO.. */
-
-   world_sfd_free();
-}
+   vg_info( "Loading world resources\n" );
 
-
-static void world_init(void)
-{
    mdl_header *mcars = mdl_load( "models/rs_cars.mdl" );
-   mdl_unpack_glmesh( mcars, &world.cars );
    mdl_node *nholden = mdl_node_from_name( mcars, "holden" );
    world.car_holden = *mdl_node_submesh( mcars, nholden, 0 );
-   free(mcars);
-
 
    mdl_header *msky = mdl_load("models/rs_skydome.mdl");
-   mdl_unpack_glmesh( msky, &world.skydome );
-
    mdl_node *nlower = mdl_node_from_name( msky, "dome_lower" ),
             *nupper = mdl_node_from_name( msky, "dome_upper" );
    
    world.dome_lower = *mdl_node_submesh( msky, nlower, 0 );
    world.dome_upper = *mdl_node_submesh( msky, nupper, 0 );
+
+   /* TODO: cleanup resource acquisition */
+   if( !mcars || !msky )
+   {
+      free( mcars );
+      free( msky );
+      return 0;
+   }
+
+   if( vg_acquire_thread_sync(1) )
+   {
+      if( !mdl_unpack_glmesh( mcars, &world.cars ) )
+      {
+         free( mcars );
+         free( msky );
+         vg_release_thread_sync(1);
+         return 0;
+      }
+
+      if( !mdl_unpack_glmesh( msky, &world.skydome ) )
+      {
+         mesh_free( &world.cars );
+         free( mcars );
+         free( msky );
+         vg_release_thread_sync(1);
+         return 0;
+      }
+
+      vg_release_thread_sync(1);
+   }
+   else
+   {
+      free(mcars);
+      free(msky);
+      return 0;
+   }
+
+   free(mcars);
    free(msky);
 
+   vg_info( "Loading other world systems\n" );
+
+   if( !vg_loader_highwater( (void *)mesh_free, &world.cars ) )        return 0;
+   if( !vg_loader_highwater( (void *)mesh_free, &world.skydome ) )     return 0;
 
    /* Other systems */
-   world_render_init();
-   world_sfd_init();
-   world_audio_init();
+
+   if( !world_render_init() )                                          return 0;
+   if( !vg_loader_highwater( world_render_free, NULL ) )               return 0;
+
+   if( !world_sfd_init() )                                             return 0;
+   if( !vg_loader_highwater( world_sfd_free, NULL ) )                  return 0;
+
+   if( !world_water_init() )                                           return 0;
+   if( !vg_loader_highwater( world_water_free, NULL ) )                return 0;
+
+   if( !world_gates_init() )                                           return 0;
+   if( !vg_loader_highwater( world_gates_free, NULL ) )                return 0;
+
+   if( !world_routes_init() )                                          return 0;
+   if( !vg_loader_highwater( world_routes_free, NULL ) )               return 0;
+   return 1;
 }
 
 static void world_update( v3f pos )
diff --git a/world_audio.h b/world_audio.h
deleted file mode 100644 (file)
index 2de8bf2..0000000
+++ /dev/null
@@ -1,117 +0,0 @@
-#ifndef WORLD_AUDIO_H
-#define WORLD_AUDIO_H
-
-#include "common.h"
-#include "vg/vg_audio.h"
-#include "audio.h"
-
-#if 0
-audio_pack audio_birds =
-{
-   .sources = "sound/bird0.ogg\0"
-              "sound/bird1.ogg\0"
-              "sound/bird2.ogg\0",
-   .name = "Birds",
-   .source_mode = k_audio_source_compressed
-};
-#endif
-
-static float k_audio_random_freq = 1.0f/10.0f,
-             k_audio_random_hz   = 1.0f;
-
-static double world_audio_last_tick = 0.0;
-
-static struct world_ambient_layer
-{
-   audio_player sys;
-   v3f pos;
-}
-world_ambient_layers[8];
-
-static void world_audio_init(void)
-{
-#if 0
-   audio_pack_init( &audio_birds );
-
-   vg_convar_push( (struct vg_convar){
-      .name = "aud_random_freq",
-      .data = &k_audio_random_freq,
-      .data_type = k_convar_dtype_f32,
-      .opt_f32 = { .clamp = 0 },
-      .persistent = 1
-   });
-
-   for( int i=0; i<vg_list_size(world_ambient_layers); i++ )
-   {
-      struct world_ambient_layer *layer = &world_ambient_layers[i];
-      audio_player *sys = &layer->sys;
-      sys->_vol = 1.0f;
-      sys->ch  = 1;
-      sys->name = "ambient";
-      sys->flags = SFX_FLAG_PERSISTENT;
-   }
-#endif
-}
-
-static void world_audio_spawn_random( v3f around )
-{
-#if 0
-   for( int i=0; i<vg_list_size(world_ambient_layers); i++ )
-   {
-      struct world_ambient_layer *layer = &world_ambient_layers[i];
-
-      if( !layer->sys.is_playing )
-      {
-         sfx_set_playrnd( &audio_birds, &layer->sys, 0, 3 );
-
-         v3f chance;
-         vg_rand_sphere( chance );
-         v3_muladds( around, chance, 100.0f, layer->pos );
-
-         return;
-      }
-   }
-#endif
-}
-
-static void world_audio_update( v3f around, v3f ears )
-{
-#if 0
-   if( world_audio_last_tick + (double)k_audio_random_hz < vg_time )
-   {
-      world_audio_last_tick = vg_time;
-
-      float chance = vg_randf();
-      if( chance < k_audio_random_freq )
-      {
-         world_audio_spawn_random( around );
-      }
-   }
-
-   /* Spacialize */
-   for( int i=0; i<vg_list_size(world_ambient_layers); i++ )
-   {
-      struct world_ambient_layer *layer = &world_ambient_layers[i];
-
-      if( layer->sys.is_playing )
-         audio_player_spacialize(&layer->sys, layer->pos, around, ears, 30.0f);
-   }
-#endif
-}
-
-static void world_audio_debug(void)
-{
-#if 0
-   for( int i=0; i<vg_list_size(world_ambient_layers); i++ )
-   {
-      struct world_ambient_layer *layer = &world_ambient_layers[i];
-
-      if( layer->sys.is_playing )
-      {
-         vg_line_pt3( layer->pos, 1.0f, 0xffff00ff );
-      }
-   }
-#endif
-}
-
-#endif /* WORLD_AUDIO_H */
diff --git a/world_gate.h b/world_gate.h
new file mode 100644 (file)
index 0000000..8434fb1
--- /dev/null
@@ -0,0 +1,277 @@
+#ifndef WORLD_GATE_H
+#define WORLD_GATE_H
+
+#include "common.h"
+#include "model.h"
+#include "render.h"
+#include "shaders/gate.h"
+#include "shaders/gatelq.h"
+#include "world_water.h"
+
+typedef struct teleport_gate teleport_gate;
+
+static struct
+{
+   struct framebuffer fb;
+   glmesh mdl;
+
+   int high_qual; /* If in high performance mode, we don't use RT's, and
+                      instead use stencil buffers.
+                      There is therefore no heat warp effect. */
+}
+grender =
+{
+   .high_qual = 0,
+   .fb = {
+      .format = GL_RGB,
+      .div = 1
+   }
+};
+
+static void gate_transform_update( teleport_gate *gate )
+{
+   m4x3f to_local;
+
+   q_m3x3( gate->q[0], gate->to_world );
+   v3_copy( gate->co[0], gate->to_world[3] );
+   
+   m4x3_invert_affine( gate->to_world, to_local );
+
+   q_m3x3( gate->q[1], gate->recv_to_world );
+   v3_copy( gate->co[1], gate->recv_to_world[3] );
+   m4x3_mul( gate->recv_to_world, to_local, gate->transport );
+}
+
+static int world_gates_init(void)
+{
+   vg_info( "world_gates_init\n" );
+   shader_gate_register();
+   shader_gatelq_register();
+
+   mdl_header *mgate = mdl_load( "models/rs_gate.mdl" );
+
+   if( vg_acquire_thread_sync(1) )
+   {
+      if( !fb_init( &grender.fb ) )
+      {
+         free( mgate );
+         vg_release_thread_sync(1);
+         return 0;
+      }
+
+      if( !mdl_unpack_glmesh( mgate, &grender.mdl ) )
+      {
+         free( mgate );
+         fb_free( &grender.fb );
+         vg_release_thread_sync(1);
+         return 0;
+      }
+
+      vg_release_thread_sync(1);
+   }
+   else
+   {
+      free( mgate );
+      return 0;
+   }
+
+   return 1;
+}
+
+static void world_gates_free(void*_)
+{
+   fb_free( &grender.fb );
+}
+
+static void gate_fb_resize(void)
+{
+   fb_resize( &grender.fb );
+}
+
+static int render_gate( teleport_gate *gate, v3f viewpos, m4x3f camera )
+{
+   v3f viewdir, gatedir;
+   m3x3_mulv( camera, (v3f){0.0f,0.0f,-1.0f}, viewdir );
+   m3x3_mulv( gate->to_world, (v3f){0.0f,0.0f,-1.0f}, gatedir );
+
+   v3f v0;
+   v3_sub( viewpos, gate->co[0], v0 );
+   if( v3_dot(v0, gatedir) >= 0.0f )
+      return 0;
+
+   if( v3_dist( viewpos, gate->co[0] ) > 100.0f )
+      return 0;
+
+   v3f a,b,c,d;
+
+   float sx = gate->dims[0],
+         sy = gate->dims[1];
+   m4x3_mulv( gate->to_world, (v3f){-sx,-sy,0.0f}, a );
+   m4x3_mulv( gate->to_world, (v3f){ sx,-sy,0.0f}, b );
+   m4x3_mulv( gate->to_world, (v3f){ sx, sy,0.0f}, c );
+   m4x3_mulv( gate->to_world, (v3f){-sx, sy,0.0f}, d );
+
+   vg_line( a,b, 0xffffa000 );
+   vg_line( b,c, 0xffffa000 );
+   vg_line( c,d, 0xffffa000 );
+   vg_line( d,a, 0xffffa000 );
+
+   vg_line2( gate->co[0], gate->co[1], 0xff0000ff, 0x00000000 );
+
+   m4x3f cam_new;
+   m4x3_mul( gate->transport, camera, cam_new );
+   
+   vg_line_pt3( cam_new[3], 0.3f, 0xff00ff00 );
+
+   m4x3f gate_xform;
+   m4x3_copy( gate->to_world, gate_xform );
+   m4x3_scalev( gate_xform, (v3f){ gate->dims[0], gate->dims[1], 1.0f } );
+   
+   m4x3f inverse;
+   m4x3_invert_affine( cam_new, inverse );
+
+   m4x4f view;
+   m4x3_expand( inverse, view );
+
+   v4f surface;
+   m3x3_mulv( gate->recv_to_world, (v3f){0.0f,0.0f,-1.0f}, surface );
+   surface[3] = v3_dot( surface, gate->co[1] );
+
+   m4x4f projection;
+   pipeline_projection( projection, 0.1f, 900.0f );
+   
+   m4x3_mulp( inverse, surface, surface );
+   surface[3] = -fabsf(surface[3]);
+   plane_clip_projection( projection, surface );
+
+   m4x4_mul( projection, view, projection );
+
+   if( grender.high_qual )
+   {
+      fb_use( &grender.fb );
+      glClearColor( 0.11f, 0.35f, 0.37f, 1.0f );
+      glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
+   }
+   else
+   {
+      shader_gatelq_use();
+      shader_gatelq_uPv( vg_pv );
+      shader_gatelq_uMdl( gate_xform );
+      shader_gatelq_uCam( viewpos );
+      shader_gatelq_uTime( vg_time*0.25f );
+      shader_gatelq_uInvRes( (v2f){
+            1.0f / (float)vg_window_x,
+            1.0f / (float)vg_window_y });
+
+      glEnable( GL_STENCIL_TEST );
+      glStencilOp( GL_KEEP, GL_KEEP, GL_REPLACE );  
+      glStencilFunc( GL_ALWAYS, 1, 0xFF ); 
+      glStencilMask( 0xFF );
+
+      mesh_bind( &grender.mdl );
+      mesh_draw( &grender.mdl );
+
+      glClear( GL_DEPTH_BUFFER_BIT );
+      glStencilFunc( GL_EQUAL, 1, 0xFF );
+      glStencilMask( 0x00 ); 
+   }
+
+   render_world( projection, cam_new );
+
+   if( grender.high_qual )
+   {
+      /*
+       * TODO: Need to find a way to draw a stencil buffer into the water 
+       *       rendering 
+       */
+
+      render_water_texture( cam_new );
+      fb_use( &grender.fb );
+
+      render_water_surface( projection, cam_new );
+      fb_use( NULL );
+
+      shader_gate_use();
+
+      shader_gate_uPv( vg_pv );
+      shader_gate_uMdl( gate_xform );
+
+      fb_bindtex( &grender.fb, 0 );
+
+      shader_gate_uCam( viewpos );
+      shader_gate_uTexMain( 0 );
+      shader_gate_uTexWater( 1 );
+      shader_gate_uTime( vg_time*0.25f );
+      shader_gate_uInvRes( (v2f){
+            1.0f / (float)vg_window_x,
+            1.0f / (float)vg_window_y });
+      
+      glEnable(GL_BLEND);
+      glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+      glBlendEquation(GL_FUNC_ADD);
+
+      mesh_bind( &grender.mdl );
+      mesh_draw( &grender.mdl );
+
+      glDisable(GL_BLEND);
+   }
+   else
+   {
+      glDisable( GL_STENCIL_TEST );
+
+      render_water_texture( cam_new );
+      fb_use( NULL );
+      glEnable( GL_STENCIL_TEST );
+
+      render_water_surface( projection, cam_new );
+
+      glStencilMask( 0xFF );
+      glStencilFunc( GL_ALWAYS, 1, 0xFF );
+      glDisable( GL_STENCIL_TEST );
+   }
+
+   return 1;
+}
+
+static int gate_intersect( teleport_gate *gate, v3f pos, v3f last )
+{
+   v4f surface;
+   m3x3_mulv( gate->to_world, (v3f){0.0f,0.0f,-1.0f}, surface );
+   surface[3] = v3_dot( surface, gate->co[0] );
+
+   v3f v0, c, delta, p0;
+   v3_sub( pos, last, v0 );
+   float l = v3_length( v0 );
+   v3_divs( v0, l, v0 );
+
+   v3_muls( surface, surface[3], c );
+   v3_sub( c, last, delta );
+
+   float d = v3_dot(surface, v0);
+
+   if( d > 0.00001f )
+   {
+      float t = v3_dot(delta, surface) / d;
+      if( t >= 0.0f && t <= l )
+      {
+         v3f local, rel;
+         v3_muladds( last, v0, t, local );
+         v3_sub( gate->co[0], local, rel );
+
+         v3f vup, vside;
+         m3x3_mulv( gate->to_world, (v3f){0.0f,1.0f,0.0f}, vup );
+         m3x3_mulv( gate->to_world, (v3f){1.0f,0.0f,0.0f}, vside );
+
+         v2f xy = { v3_dot( rel, vside ), v3_dot( rel, vup ) };
+
+         if( fabsf(xy[0]) <= gate->dims[0] && fabsf(xy[1]) <= gate->dims[1] )
+         {
+            return 1;
+         }
+      }
+   }
+
+   return 0;
+}
+
+#endif /* WORLD_GATE_H */
index 74907c62fc87c29e029e0798c82558d133abedfa..d9037c9191fb0e97eb2e59cf5bf8f7c5be9c6ee4 100644 (file)
@@ -86,12 +86,14 @@ static void world_apply_procedural_foliage(void)
          }
       }
    }
+
    free( mfoliage );
 }
 
 static void world_load(void)
 {
    mdl_header *mworld = mdl_load( "models/mp_dev.mdl" );
+   vg_info( "Loading world: models/mp_dev.mdl\n" );
 
    world.spawn_count = 0;
    world.traffic_count = 0;
@@ -127,10 +129,17 @@ static void world_load(void)
          
          if( sm )
          {
-            glmesh surf;
-            mdl_unpack_submesh( mworld, &surf, sm );
-            world_water_init();
-            water_set_surface( &surf, pnode->co[1] );
+
+            if( vg_acquire_thread_sync(1) )
+            {
+               glmesh surf;
+               if( mdl_unpack_submesh( mworld, &surf, sm ) )
+               {
+                  water_set_surface( &surf, pnode->co[1] );
+               }
+
+               vg_release_thread_sync(1);
+            }
          }
       }
       else if( pnode->classtype == k_classtype_car_path )
@@ -261,7 +270,16 @@ static void world_load(void)
       world_add_all_if_material( midentity, &world.geo,mworld,mat_vertex_blend);
    scene_copy_slice( &world.geo, &world.sm_geo_vb );
 
-   scene_upload( &world.geo );
+   if( vg_acquire_thread_sync(1) )
+   {
+      if( !scene_upload( &world.geo ) )
+      {
+
+      }
+
+      vg_release_thread_sync(1);
+   }
+
    scene_bh_create( &world.geo );
 
 
@@ -279,7 +297,73 @@ static void world_load(void)
    world_add_all_if_material( midentity, &world.foliage, mworld, mat_graffiti );
    scene_copy_slice( &world.foliage, &world.sm_graffiti );
 
-   scene_upload( &world.foliage );
+
+   if( vg_acquire_thread_sync(1) )
+   {
+      if( !scene_upload( &world.foliage ) )
+      {
+         
+      }
+
+      /* 
+       * Rendering the depth map
+       */
+      m4x4f ortho;
+      m4x3f camera;
+
+      v3f extent;
+      v3_sub( world.geo.bbx[1], world.geo.bbx[0], extent );
+
+      float fl = world.geo.bbx[0][0],
+            fr = world.geo.bbx[1][0],
+            fb = world.geo.bbx[0][2],
+            ft = world.geo.bbx[1][2],
+            rl = 1.0f / (fr-fl),
+            tb = 1.0f / (ft-fb);
+
+      m4x4_zero( ortho );
+      ortho[0][0] = 2.0f * rl;
+      ortho[2][1] = 2.0f * tb;
+      ortho[3][0] = (fr + fl) * -rl;
+      ortho[3][1] = (ft + fb) * -tb;
+      ortho[3][3] = 1.0f;
+      m4x3_identity( camera );
+
+      glViewport( 0, 0, 1024, 1024 );
+      glDisable(GL_DEPTH_TEST);
+      glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_depthmap );
+      shader_fscolour_use();
+      shader_fscolour_uColour( (v4f){-9999.0f,-9999.0f,-9999.0f,-9999.0f} );
+      render_fsquad();
+
+      glEnable(GL_BLEND);
+      glBlendFunc(GL_ONE, GL_ONE);
+      glBlendEquation(GL_MAX);
+      render_world_depth( ortho, camera );
+      glDisable(GL_BLEND);
+      glEnable(GL_DEPTH_TEST);
+      glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+
+
+      /* 
+       * TODO: World settings entity
+       */
+      struct ub_world_lighting *winfo = &gpipeline.ub_world_lighting;
+      v4_copy( wrender.plane, winfo->g_water_plane );
+
+      v4f bounds;
+      bounds[0] = world.geo.bbx[0][0];
+      bounds[1] = world.geo.bbx[0][2];
+      bounds[2] = 1.0f/ (world.geo.bbx[1][0]-world.geo.bbx[0][0]);
+      bounds[3] = 1.0f/ (world.geo.bbx[1][2]-world.geo.bbx[0][2]);
+      v4_copy( bounds, winfo->g_depth_bounds );
+
+      winfo->g_water_fog = 0.04f;
+      render_update_lighting_ub();
+
+      vg_release_thread_sync(1);
+   }
+
    world_routes_loadfrom( mworld );
 
    for( int i=0; i<world.instance_cache_count; i++ )
@@ -287,68 +371,7 @@ static void world_load(void)
 
    free( world.instance_cache );
    free( mworld );
-
-   /* 
-    * Rendering the depth map
-    */
-   m4x4f ortho;
-   m4x3f camera;
-
-   v3f extent;
-   v3_sub( world.geo.bbx[1], world.geo.bbx[0], extent );
-
-   float fl = world.geo.bbx[0][0],
-         fr = world.geo.bbx[1][0],
-         fb = world.geo.bbx[0][2],
-         ft = world.geo.bbx[1][2],
-         rl = 1.0f / (fr-fl),
-         tb = 1.0f / (ft-fb);
-
-   m4x4_zero( ortho );
-       ortho[0][0] = 2.0f * rl;
-       ortho[2][1] = 2.0f * tb;
-   ortho[3][0] = (fr + fl) * -rl;
-   ortho[3][1] = (ft + fb) * -tb;
-   ortho[3][3] = 1.0f;
-   m4x3_identity( camera );
-
-   glViewport( 0, 0, 1024, 1024 );
-   glDisable(GL_DEPTH_TEST);
-   glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_depthmap );
-   shader_fscolour_use();
-   shader_fscolour_uColour( (v4f){-9999.0f,-9999.0f,-9999.0f,-9999.0f} );
-   render_fsquad();
-
-   glEnable(GL_BLEND);
-   glBlendFunc(GL_ONE, GL_ONE);
-   glBlendEquation(GL_MAX);
-   render_world_depth( ortho, camera );
-   glDisable(GL_BLEND);
-   glEnable(GL_DEPTH_TEST);
-
-   /* 
-    * TODO: World settings entity
-    */
-   struct ub_world_lighting *winfo = &gpipeline.ub_world_lighting;
-   v4_copy( wrender.plane, winfo->g_water_plane );
-
-   v4f bounds;
-   bounds[0] = world.geo.bbx[0][0];
-   bounds[1] = world.geo.bbx[0][2];
-   bounds[2] = 1.0f/ (world.geo.bbx[1][0]-world.geo.bbx[0][0]);
-   bounds[3] = 1.0f/ (world.geo.bbx[1][2]-world.geo.bbx[0][2]);
-   v4_copy( bounds, winfo->g_depth_bounds );
-
-   winfo->g_water_fog = 0.04f;
-   render_update_lighting_ub();
-   
-
-   world.mr_ball.type = k_rb_shape_sphere;
-   world.mr_ball.inf.sphere.radius = 2.0f;
-   v3_copy( (v3f){ 0.0f, 110.0f, 0.0f }, world.mr_ball.co );
-
-   q_identity(world.mr_ball.q);
-   rb_init( &world.mr_ball );
+   scene_free_offline_buffers( &world.foliage );
 
    /*
     * Setup scene collider 
index 3662bb19f1447f0333ea23e52a1bee56040f7d57..65494a5be204ea8f6e25b6e7adfddadb3f32a4f7 100644 (file)
@@ -15,9 +15,27 @@ vg_tex2d tex_alphatest = { .path = "textures/alphatest.qoi",
 vg_tex2d tex_graffiti = { .path = "textures/graffitibox.qoi",
                                  .flags = VG_TEXTURE_NEAREST };
 
-static void world_render_init(void)
+static int world_render_init(void)
 {
-   vg_tex2d_init( (vg_tex2d *[]){ &tex_terrain_colours, 
+   vg_info( "Loading default world textures\n" );
+
+   if( vg_acquire_thread_sync(1) )
+   {
+      vg_tex2d_init( (vg_tex2d *[]){ &tex_terrain_colours, 
+                                     &tex_terrain_noise,
+                                     &tex_alphatest,
+                                     &tex_graffiti }, 4 );
+
+      vg_release_thread_sync(1);
+      return 1;
+   }
+
+   return 0;
+}
+
+static void world_render_free(void*_)
+{
+   vg_tex2d_free( (vg_tex2d *[]){ &tex_terrain_colours, 
                                   &tex_terrain_noise,
                                   &tex_alphatest,
                                   &tex_graffiti }, 4 );
index 2b85f877e3bc8ebf0d5ee70f837f613fbfa1328b..141cbc0fc9470602684c7c292c50b64e821fca3d 100644 (file)
@@ -3,6 +3,7 @@
 
 #include "world.h"
 #include "world_info.h"
+#include "world_gate.h"
 
 #include "shaders/vblend.h"
 #include "shaders/route.h"
@@ -728,8 +729,10 @@ static void world_id_fixup( u32 *uid, mdl_header *mdl )
 /* 
  * Create the strips of colour that run through the world along course paths
  */
-static void world_routes_gen_meshes(void)
+static int world_routes_gen_meshes(void)
 {
+   vg_info( "Generating route meshes\n" );
+
    struct subworld_routes *r = &world.routes;
    scene_init( &r->scene_lines );
 
@@ -853,13 +856,58 @@ static void world_routes_gen_meshes(void)
       scene_copy_slice( &r->scene_lines, &route->sm );
    }
 
-   scene_upload( &r->scene_lines );
+   if( vg_acquire_thread_sync(1) )
+   {
+      if( !scene_upload( &r->scene_lines ) )
+      {
+         vg_release_thread_sync(1);
+         return 0;
+      }
+
+      /* UI buffers */
+
+      for( int i=0; i<r->route_count; i++ )
+      {
+         /* OpenGL strips */
+         struct route *route = &r->routes[i];
+
+         glGenVertexArrays( 1, &route->ui.vao );
+         glGenBuffers( 1, &route->ui.vbo );
+         glGenBuffers( 1, &route->ui.ebo );
+         glBindVertexArray( route->ui.vao );
+
+         size_t stride = sizeof(v2f);
+
+         glBindBuffer( GL_ARRAY_BUFFER, route->ui.vbo );
+         glBufferData( GL_ARRAY_BUFFER, k_route_ui_max_verts*stride, 
+               NULL, GL_DYNAMIC_DRAW );
+         glBindVertexArray( route->ui.vao );
+         glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, route->ui.ebo );
+         glBufferData( GL_ELEMENT_ARRAY_BUFFER, 
+               k_route_ui_max_indices*sizeof(u16), NULL,
+               GL_DYNAMIC_DRAW );
+
+         glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, stride, (void *)0 );
+         glEnableVertexAttribArray( 0 );
+         VG_CHECK_GL_ERR();
+      }
+
+      vg_release_thread_sync(1);
+   }
+   else
+   {
+      return 0;
+   }
+
    scene_free_offline_buffers( &r->scene_lines );
+   return 1;
 }
 
 
 static void world_routes_loadfrom( mdl_header *mdl )
 {
+   vg_info( "Initializing routes\n" );
+
    struct subworld_routes *r = &world.routes;
    r->nodes = NULL;
    r->node_count = 0;
@@ -989,27 +1037,6 @@ static void world_routes_loadfrom( mdl_header *mdl )
          route->factive = 0.0f;
          mdl_node_transform( pnode, route->scoreboard_transform );
 
-         /* OpenGL strips */
-         glGenVertexArrays( 1, &route->ui.vao );
-         glGenBuffers( 1, &route->ui.vbo );
-         glGenBuffers( 1, &route->ui.ebo );
-         glBindVertexArray( route->ui.vao );
-
-         size_t stride = sizeof(v2f);
-
-         glBindBuffer( GL_ARRAY_BUFFER, route->ui.vbo );
-         glBufferData( GL_ARRAY_BUFFER, k_route_ui_max_verts*stride, 
-               NULL, GL_DYNAMIC_DRAW );
-         glBindVertexArray( route->ui.vao );
-         glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, route->ui.ebo );
-         glBufferData( GL_ELEMENT_ARRAY_BUFFER, 
-               k_route_ui_max_indices*sizeof(u16), NULL,
-               GL_DYNAMIC_DRAW );
-
-         glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, stride, (void *)0 );
-         glEnableVertexAttribArray( 0 );
-         VG_CHECK_GL();
-
          route->ui.indices_head = k_route_ui_max_indices - 9;
          route->ui.vertex_head = k_route_ui_max_verts - 200;
          route->ui.segment_start = 0;
@@ -1069,16 +1096,18 @@ static void world_routes_loadfrom( mdl_header *mdl )
  * -----------------------------------------------------------------------------
  */
 
-static void world_routes_register(void)
+static int world_routes_init(void)
 {
    struct subworld_routes *r = &world.routes;
    r->current_run_version = 2;
 
    shader_route_register();
    shader_routeui_register();
+
+   return 1;
 }
 
-static void world_routes_free(void)
+static void world_routes_free(void*_)
 {
    struct subworld_routes *r = &world.routes;
 
index c6fa66b0fdb49942485fb85c8fb3ab022fc22132..05f191d1d9b9cae9cb9b4aff1b0439cca68c6e4d 100644 (file)
@@ -153,8 +153,11 @@ static int world_sfd_test( int argc, const char *argv[] )
    return 0;
 }
 
-static void world_sfd_init(void)
+static int world_sfd_init(void)
 {
+   vg_info( "world_sfd_init\n" );
+   shader_scoretext_register();
+
    struct subworld_sfd *sfd = &world.sfd;
 
        vg_function_push( (struct vg_cmd){
@@ -163,15 +166,12 @@ static void world_sfd_init(void)
        });
 
    mdl_header *mboard = mdl_load( "models/rs_scoretext.mdl" );
-   
    scene_init( &sfd->mesh );
 
-   mdl_node *pn_card = mdl_node_from_name( mboard, "score_card" );
-   mdl_submesh *card = mdl_submesh_from_id( mboard, pn_card->submesh_start );
-
    mdl_node *pn_backer = mdl_node_from_name( mboard, "backer" );
    mdl_submesh *backer = mdl_submesh_from_id( mboard, pn_backer->submesh_start);
-   mdl_unpack_submesh( mboard, &sfd->temp, backer );
+   mdl_node *pn_card = mdl_node_from_name( mboard, "score_card" );
+   mdl_submesh *card = mdl_submesh_from_id( mboard, pn_card->submesh_start );
 
    m4x3f identity;
    m4x3_identity( identity );
@@ -192,22 +192,39 @@ static void world_sfd_init(void)
       }
    }
 
-   scene_upload( &sfd->mesh );
-   scene_free_offline_buffers( &sfd->mesh );
+   if( vg_acquire_thread_sync(1) )
+   {
+      vg_tex2d_init( (vg_tex2d *[]){ &tex_scoretext }, 1 );
+      if( !scene_upload( &sfd->mesh ) )
+      {
+         vg_release_thread_sync(1);
+         return 0;
+      }
 
-   free( mboard );
-   vg_tex2d_init( (vg_tex2d *[]){ &tex_scoretext }, 1 );
+      if( !mdl_unpack_submesh( mboard, &sfd->temp, backer ) )
+      {
+         vg_release_thread_sync(1);
+         return 0;
+      }
+
+      vg_release_thread_sync(1);
+   }
+   else
+   {
+      free( mboard );
+      return 0;
+   }
 
+   scene_free_offline_buffers( &sfd->mesh );
    sfd_new( &sfd->tester, 27, 13 );
+   free( mboard );
+   return 1;
 }
 
-static void world_sfd_register(void)
-{
-   shader_scoretext_register();
-}
 
-static void world_sfd_free(void)
+static void world_sfd_free(void *_)
 {
+   mesh_free( &world.sfd.mesh.mesh );
    vg_tex2d_free( (vg_tex2d *[]){ &tex_scoretext }, 1 );
 }
 
index 85f4b5debd4766d7ee81f1fb3f379d8454653347..11d9594d6fada5c0729b066d172db2cb7467b73a 100644 (file)
@@ -26,18 +26,35 @@ wrender =
    .fbdepth   = { .format = GL_RGBA, .div = 4 }
 };
 
-static void world_water_register(void)
+static int world_water_init(void)
 {
+   vg_info( "world_water_init\n" );
    shader_water_register();
+   
+   if( vg_acquire_thread_sync(1) )
+   {
+      if( !fb_init( &wrender.fbreflect ) ||
+          !fb_init( &wrender.fbdepth ) )
+      {
+         vg_release_thread_sync(1);
+         return 0;
+      }
+
+      vg_tex2d_init( (vg_tex2d *[]){&tex_water_surf}, 1 );
+
+      vg_success( "done\n" );
+      vg_release_thread_sync(1);
+      return 1;
+   }
+   else
+      return 0;
 }
 
-static void world_water_init(void)
+static void world_water_free(void *_)
 {
-   /* TODO: probably dont do this every time */
-   wrender.enabled = 1;
-   
-   fb_init( &wrender.fbreflect );
-   fb_init( &wrender.fbdepth );
+   vg_tex2d_free( (vg_tex2d *[]){&tex_water_surf}, 1 );
+   fb_free( &wrender.fbreflect );
+   fb_free( &wrender.fbdepth );
 }
 
 static void water_fb_resize(void)
@@ -53,6 +70,7 @@ static void water_set_surface( glmesh *surf, float height )
 {
    wrender.mdl = *surf;
    wrender.height = height;
+   wrender.enabled = 1;
 
    v4_copy( (v4f){ 0.0f, 1.0f, 0.0f, height }, wrender.plane );
 }