"uniform vec3 uCamera;\n"
"uniform vec3 uInverseRatioDepth;\n"
"uniform vec3 uInverseRatioMain;\n"
+"uniform bool uDepthCompare;\n"
"\n"
"in vec4 aColour;\n"
"in vec2 aUv;\n"
" return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
"}\n"
"\n"
-"#line 14 0 \n"
+"#line 15 0 \n"
"#line 1 2 \n"
"const float k_motion_lerp_amount = 0.01;\n"
"\n"
" oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
"}\n"
"\n"
-"#line 15 0 \n"
+"#line 16 0 \n"
"\n"
"float linear_depth( float depth, float near, float far ) \n"
"{\n"
" float dist = distance( aWorldCo, uCamera ) - 0.08;\n"
" float opacity = clamp( dist*dist, 0.0, 1.0 );\n"
"\n"
-" vec2 back_coord = gl_FragCoord.xy*uInverseRatioMain.xy*uInverseRatioDepth.xy;\n"
-" float back_depth = texture( uTexSceneDepth, back_coord ).r;\n"
-" float front_depth = gl_FragCoord.z/gl_FragCoord.w;\n"
+" if( uDepthCompare ){\n"
+" vec2 back_coord = gl_FragCoord.xy * uInverseRatioMain.xy \n"
+" * uInverseRatioDepth.xy;\n"
+" float back_depth = texture( uTexSceneDepth, back_coord ).r;\n"
+" float front_depth = gl_FragCoord.z/gl_FragCoord.w;\n"
"\n"
-" back_depth = linear_depth( back_depth, 0.1, 2100.0 );\n"
-" float diff = back_depth - front_depth;\n"
+" back_depth = linear_depth( back_depth, 0.1, 2100.0 );\n"
+" float diff = back_depth - front_depth;\n"
"\n"
-" vec2 ssuv = gl_FragCoord.xy;\n"
-" vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );\n"
-" float dither = fract( vDither.g / 71.0 ) - 0.5;\n"
+" vec2 ssuv = gl_FragCoord.xy;\n"
+" vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );\n"
+" float dither = fract( vDither.g / 71.0 ) - 0.5;\n"
"\n"
-" if( step(0.0,diff)+dither<0.3 )\n"
-" discard;\n"
+" if( step(0.0,diff)+dither<0.3 )\n"
+" discard;\n"
+" }\n"
"\n"
" oColour = vec4( composite, opacity );\n"
"}\n"
static GLuint _uniform_model_board_view_uCamera;
static GLuint _uniform_model_board_view_uInverseRatioDepth;
static GLuint _uniform_model_board_view_uInverseRatioMain;
+static GLuint _uniform_model_board_view_uDepthCompare;
static GLuint _uniform_model_board_view_g_world_depth;
static GLuint _uniform_model_board_view_uLightsArray;
static GLuint _uniform_model_board_view_uLightsIndex;
static void shader_model_board_view_uInverseRatioMain(v3f v){
glUniform3fv(_uniform_model_board_view_uInverseRatioMain,1,v);
}
+static void shader_model_board_view_uDepthCompare(int b){
+ glUniform1f(_uniform_model_board_view_uDepthCompare,b);
+}
static void shader_model_board_view_g_world_depth(int i){
glUniform1i(_uniform_model_board_view_g_world_depth,i);
}
_uniform_model_board_view_uCamera = glGetUniformLocation( _shader_model_board_view.id, "uCamera" );
_uniform_model_board_view_uInverseRatioDepth = glGetUniformLocation( _shader_model_board_view.id, "uInverseRatioDepth" );
_uniform_model_board_view_uInverseRatioMain = glGetUniformLocation( _shader_model_board_view.id, "uInverseRatioMain" );
+ _uniform_model_board_view_uDepthCompare = glGetUniformLocation( _shader_model_board_view.id, "uDepthCompare" );
_uniform_model_board_view_g_world_depth = glGetUniformLocation( _shader_model_board_view.id, "g_world_depth" );
_uniform_model_board_view_uLightsArray = glGetUniformLocation( _shader_model_board_view.id, "uLightsArray" );
_uniform_model_board_view_uLightsIndex = glGetUniformLocation( _shader_model_board_view.id, "uLightsIndex" );
"uniform vec3 uCamera;\n"
"uniform vec3 uInverseRatioDepth;\n"
"uniform vec3 uInverseRatioMain;\n"
+"uniform bool uDepthCompare;\n"
"\n"
"in vec4 aColour;\n"
"in vec2 aUv;\n"
" return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
"}\n"
"\n"
-"#line 14 0 \n"
+"#line 15 0 \n"
"#line 1 2 \n"
"const float k_motion_lerp_amount = 0.01;\n"
"\n"
" oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
"}\n"
"\n"
-"#line 15 0 \n"
+"#line 16 0 \n"
"\n"
"float linear_depth( float depth, float near, float far ) \n"
"{\n"
" float dist = distance( aWorldCo, uCamera ) - 0.08;\n"
" float opacity = clamp( dist*dist, 0.0, 1.0 );\n"
"\n"
-" vec2 back_coord = gl_FragCoord.xy*uInverseRatioMain.xy*uInverseRatioDepth.xy;\n"
-" float back_depth = texture( uTexSceneDepth, back_coord ).r;\n"
-" float front_depth = gl_FragCoord.z/gl_FragCoord.w;\n"
+" if( uDepthCompare ){\n"
+" vec2 back_coord = gl_FragCoord.xy * uInverseRatioMain.xy \n"
+" * uInverseRatioDepth.xy;\n"
+" float back_depth = texture( uTexSceneDepth, back_coord ).r;\n"
+" float front_depth = gl_FragCoord.z/gl_FragCoord.w;\n"
"\n"
-" back_depth = linear_depth( back_depth, 0.1, 2100.0 );\n"
-" float diff = back_depth - front_depth;\n"
+" back_depth = linear_depth( back_depth, 0.1, 2100.0 );\n"
+" float diff = back_depth - front_depth;\n"
"\n"
-" vec2 ssuv = gl_FragCoord.xy;\n"
-" vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );\n"
-" float dither = fract( vDither.g / 71.0 ) - 0.5;\n"
+" vec2 ssuv = gl_FragCoord.xy;\n"
+" vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );\n"
+" float dither = fract( vDither.g / 71.0 ) - 0.5;\n"
"\n"
-" if( step(0.0,diff)+dither<0.3 )\n"
-" discard;\n"
+" if( step(0.0,diff)+dither<0.3 )\n"
+" discard;\n"
+" }\n"
"\n"
" oColour = vec4( composite, opacity );\n"
"}\n"
static GLuint _uniform_model_character_view_uCamera;
static GLuint _uniform_model_character_view_uInverseRatioDepth;
static GLuint _uniform_model_character_view_uInverseRatioMain;
+static GLuint _uniform_model_character_view_uDepthCompare;
static GLuint _uniform_model_character_view_g_world_depth;
static GLuint _uniform_model_character_view_uLightsArray;
static GLuint _uniform_model_character_view_uLightsIndex;
static void shader_model_character_view_uInverseRatioMain(v3f v){
glUniform3fv(_uniform_model_character_view_uInverseRatioMain,1,v);
}
+static void shader_model_character_view_uDepthCompare(int b){
+ glUniform1f(_uniform_model_character_view_uDepthCompare,b);
+}
static void shader_model_character_view_g_world_depth(int i){
glUniform1i(_uniform_model_character_view_g_world_depth,i);
}
_uniform_model_character_view_uCamera = glGetUniformLocation( _shader_model_character_view.id, "uCamera" );
_uniform_model_character_view_uInverseRatioDepth = glGetUniformLocation( _shader_model_character_view.id, "uInverseRatioDepth" );
_uniform_model_character_view_uInverseRatioMain = glGetUniformLocation( _shader_model_character_view.id, "uInverseRatioMain" );
+ _uniform_model_character_view_uDepthCompare = glGetUniformLocation( _shader_model_character_view.id, "uDepthCompare" );
_uniform_model_character_view_g_world_depth = glGetUniformLocation( _shader_model_character_view.id, "g_world_depth" );
_uniform_model_character_view_uLightsArray = glGetUniformLocation( _shader_model_character_view.id, "uLightsArray" );
_uniform_model_character_view_uLightsIndex = glGetUniformLocation( _shader_model_character_view.id, "uLightsIndex" );
};
static struct ui_dropdown_opt workshop_form_type_opts[] = {
- { "None", k_addon_type_none },
- { "Board", k_addon_type_board },
- { "World", k_addon_type_world },
+ { "None", k_addon_type_none },
+ { "Board", k_addon_type_board },
+ { "World", k_addon_type_world },
+ { "Player", k_addon_type_player },
};
/*
vg_error( "Error with the submitted file (%d)\n", result->m_eResult );
}
+ workshop_form.op = k_workshop_op_none;
+}
+
+VG_STATIC const char *workshop_filetype_folder(void){
+ enum addon_type type = workshop_form.submission.type;
+ if ( type == k_addon_type_board ) return "boards/";
+ else if( type == k_addon_type_player ) return "playermodels/";
+ else if( type == k_addon_type_world ) return "worlds/";
+
+ return "unknown_addon_type/";
}
/*
vg_strnull( &folder, path_buf, 4096 );
vg_strcat( &folder, vg.base_path );
- if( workshop_form.submission.type == k_addon_type_board ){
- vg_strcat( &folder, "boards/" );
- }
- else if( workshop_form.submission.type == k_addon_type_world ){
- vg_strcat( &folder, "maps/" );
- }
+ vg_strcat( &folder, workshop_filetype_folder() );
vg_strcat( &folder, workshop_form.addon_folder );
vg_info( "Setting item content\n" );
vg_str folder;
vg_strnull( &folder, path_buf, 4096 );
- if( workshop_form.submission.type == k_addon_type_board ){
- vg_strcat( &folder, "boards/" );
- }
- else if( workshop_form.submission.type == k_addon_type_world ){
- vg_strcat( &folder, "maps/" );
- }
+ vg_strcat( &folder, workshop_filetype_folder() );
vg_strcat( &folder, workshop_form.addon_folder );
if( !vg_strgood(&folder) ){
vg_error( "addon folder path too long\n" );
+ workshop_form.op = k_workshop_op_none;
return;
}
vg_dir dir;
if( !vg_dir_open( &dir, folder.buffer ) ){
vg_error( "could not open addon folder '%s'\n", folder.buffer );
+ workshop_form.op = k_workshop_op_none;
return;
}
vg_strcat( &descriptor_file, "/addon.inf" );
if( !vg_strgood(&descriptor_file) ){
vg_error( "Addon info path too long\n" );
+ workshop_form.op = k_workshop_op_none;
return;
}
if( !fp ){
vg_error( "Could not open addon info file '%s'\n",
descriptor_file.buffer );
+ workshop_form.op = k_workshop_op_none;
return;
}
fwrite( descriptor_buf, descriptor.cur, 1, fp );
if( !vg_strgood(&preview) ){
vg_error( "preview image path too long\n" );
+ workshop_form.op = k_workshop_op_none;
return;
}
if( !workshop_form.submission.title[0] ){
ui_start_modal( "Cannot submit because a title is required\n",
UI_MODAL_WARN);
+ workshop_form.op = k_workshop_op_none;
return;
}
}
if( !workshop_form.submission.description[0] ){
ui_start_modal( "Cannot submit because a description is required\n",
UI_MODAL_WARN );
+ workshop_form.op = k_workshop_op_none;
return;
}
}
if( workshop_form.file_intent == k_workshop_form_file_intent_none ){
ui_start_modal( "Cannot submit because the file is "
"empty or unspecified\n", UI_MODAL_WARN );
+ workshop_form.op = k_workshop_op_none;
return;
}
}
workshop_form.file_intent = k_workshop_form_file_intent_new;
vg_success( "workshop async load complete\n" );
+ workshop_form.op = k_workshop_op_none;
}
/*
vg_str folder;
vg_strnull( &folder, path_buf, 4096 );
- if( workshop_form.submission.type == k_addon_type_world )
- vg_strcat( &folder, "maps/" );
- else vg_strcat( &folder, "boards/" );
-
+ vg_strcat( &folder, workshop_filetype_folder() );
vg_strcat( &folder, workshop_form.addon_folder );
if( !vg_strgood(&folder) ){
vg_error( "workshop async load failed: path too long\n" );
vg_async_call( workshop_form_loadmodel_async_error, NULL, 0 );
+ workshop_form.op = k_workshop_op_none;
return;
}
if( !vg_dir_open( &dir, folder.buffer ) ){
vg_error( "workshop async load failed: could not open folder\n" );
vg_async_call( workshop_form_loadmodel_async_error, NULL, 0 );
+ workshop_form.op = k_workshop_op_none;
return;
}
if( !found_mdl ){
vg_error( "workshop async load failed: no model files found\n" );
vg_async_call( workshop_form_loadmodel_async_error, NULL, 0 );
+ workshop_form.op = k_workshop_op_none;
return;
}
- player_board_load( &workshop_form.board_model, path_buf );
+ if( workshop_form.submission.type == k_addon_type_board )
+ player_board_load( &workshop_form.board_model, path_buf );
+ else if( workshop_form.submission.type == k_addon_type_player )
+ player_model_load( &workshop_form.player_model, path_buf );
+
vg_async_call( workshop_form_loadmodel_async_complete, NULL, 0 );
}
* Entry point for load model operation
*/
VG_STATIC void workshop_op_load_model(void){
- if( workshop_form.submission.type == k_addon_type_world ){
- vg_warn( "WORLD LOAD INFO Currently unsupported\n" );
- return;
- }
+ world_instance *world = world_current_instance();
+ workshop_form.view_world = world;
- workshop_form.view_world = world_current_instance();
-
- if( mdl_arrcount( &workshop_form.view_world->ent_swspreview ) ){
- workshop_form.ptr_ent =
- mdl_arritm( &workshop_form.view_world->ent_swspreview, 0 );
+ if( workshop_form.submission.type == k_addon_type_board ){
+ if( mdl_arrcount( &world->ent_swspreview ) ){
+ workshop_form.ptr_ent =
+ mdl_arritm( &world->ent_swspreview, 0 );
+ }
+ else{
+ ui_start_modal( "There is no ent_swspreview in the level. \n"
+ "Cannot publish here\n", UI_MODAL_BAD );
+ workshop_form.op = k_workshop_op_none;
+ return;
+ }
}
- else{
- ui_start_modal( "There is no ent_swspreview in the level. \n"
- "Cannot publish here\n", UI_MODAL_BAD );
+ else if( workshop_form.submission.type == k_addon_type_player ){}
+ else {
+ ui_start_modal( "Don't know how to prepare for this item type. \n"
+ "Please contact the developers.\n", UI_MODAL_BAD );
+ workshop_form.op = k_workshop_op_none;
return;
}
stbi_failure_reason() );
ui_start_modal( workshop_form.error_msg, UI_MODAL_BAD );
}
+ workshop_form.op = k_workshop_op_none;
}
/*
* Load the image located at ./workshop_preview.jpg into our framebuffer
*/
-VG_STATIC void _workshop_load_preview_thread( void *data )
-{
+VG_STATIC void _workshop_load_preview_thread( void *data ){
char path_buf[ 4096 ];
vg_str path;
vg_strnull( &path, path_buf, 4096 );
- vg_strcat( &path, "boards/" );
+ vg_strcat( &path, workshop_filetype_folder() );
vg_strcat( &path, workshop_form.addon_folder );
vg_strcat( &path, "/preview.jpg" );
}
}
-#if 0
-/*
- * Reciever for the preview download result
- */
-VG_STATIC void on_workshop_download_ugcpreview( void *data, void *user )
-{
- struct workshop_loadpreview_info *info = user;
- RemoteStorageDownloadUGCResult_t *result = data;
-
- if( result->m_eResult == k_EResultOK ){
- ISteamRemoteStorage *hSteamRemoteStorage = SteamAPI_SteamRemoteStorage();
- vg_loader_start( _workshop_load_preview_thread, info );
- }
- else{
- vg_error( "Error while donwloading UGC preview( %d )\n",
- result->m_eResult );
- skaterift_end_op();
- }
-}
-#endif
-
/*
* Entry point to view operation
*/
glViewport( 0,0, vg.window_x, vg.window_y );
vg_loader_start( _workshop_load_preview_thread, NULL );
-
-#if 0
- if( details.m_hPreviewFile == 0 ){
- vg_error( "m_hPreviewFile is 0\n" );
- skaterift_end_op();
- }
- else{
- /* Now need to begin downloading the image so we can display it */
- vg_steam_async_call *call = vg_alloc_async_steam_api_call();
-
- struct workshop_loadpreview_info *info =
- vg_linear_alloc( vg_mem.scratch,
- sizeof( struct workshop_loadpreview_info ) );
-
- snprintf( info->abs_preview_image, 1024,
- "%smodels/boards/workshop/" PRINTF_U64 ".jpg",
- vg.base_path, details.m_hPreviewFile );
-
- call->p_handler = on_workshop_download_ugcpreview;
- call->userdata = info;
- call->id = SteamAPI_ISteamRemoteStorage_UGCDownloadToLocation(
- hSteamRemoteStorage,
- details.m_hPreviewFile, info->abs_preview_image, 1 );
-
- vg_info( "preview file id: " PRINTF_U64 "\n",
- details.m_hPreviewFile );
- }
-#endif
}
else{
vg_error( "GetQueryUGCResult: Index out of range\n" );
+ workshop_form.op = k_workshop_op_none;
}
}
{
if( workshop_form.ugc_query.result != k_EResultOK ){
vg_error( "Tried to change page without complete data\n" );
+ workshop_form.op = k_workshop_op_none;
return;
}
glViewport( 0,0, vg.window_x, vg.window_y );
}
+/*
+ * Redraw the playermodel into the workshop framebuffer
+ */
+VG_STATIC void workshop_render_player_preview(void){
+ render_fb_bind( gpipeline.fb_workshop_preview, 0 );
+ glClearColor( 0.16f, 0.15f, 0.15f, 1.0f );
+ glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
+ glEnable( GL_DEPTH_TEST );
+ glDisable( GL_BLEND );
+
+ struct skeleton *sk = &localplayer.playeravatar->sk;
+
+ player_animation res;
+ res.type = k_player_animation_type_fk;
+
+ struct skeleton_anim *anim = skeleton_get_anim( sk, "idle_cycle+y" );
+ skeleton_sample_anim( sk, anim, vg.time*0.1f, res.pose );
+ q_axis_angle( res.root_q, (v3f){0.0f,1.0f,0.0f}, VG_PIf );
+ v3_zero( res.root_co );
+ res.root_co[1] = 200.0f;
+
+ m4x3f transform;
+ q_m3x3( res.root_q, transform );
+ v3_copy( res.root_co, transform[3] );
+
+ /* TODO: Function. */
+ skeleton_apply_pose( sk, res.pose, k_anim_apply_defer_ik );
+ skeleton_apply_ik_pass( sk );
+ skeleton_apply_pose( sk, res.pose, k_anim_apply_deffered_only );
+ skeleton_apply_inverses( sk );
+ skeleton_apply_transform( sk, transform );
+
+ camera cam;
+ v3_copy( (v3f){ 0.0f, 201.7f, 1.2f }, cam.pos );
+
+ cam.nearz = 0.01f;
+ cam.farz = 100.0f;
+ cam.fov = 57.0f;
+ v3_zero( cam.angles );
+
+ camera_update_transform( &cam );
+ camera_update_view( &cam );
+ camera_update_projection( &cam );
+ camera_finalize( &cam );
+
+ world_instance *world = localplayer.viewable_world;
+ render_playermodel( &cam, world, 0, &workshop_form.player_model, sk );
+
+ glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+ glViewport( 0,0, vg.window_x, vg.window_y );
+}
+
/*
* Redraw the model file into the workshop framebuffer
*/
ui_text( row, "Select the type of item\n", 1, k_ui_align_middle_center,0);
ui_split( box, k_ui_axis_h, 28, 0, row, box );
ui_enum( row, "Type:", workshop_form_type_opts,
- 3, &workshop_form.submission.submission_type_selection );
+ 4, &workshop_form.submission.submission_type_selection );
ui_split( box, k_ui_axis_h, 8, 0, row, box );
ui_split( box, k_ui_axis_h, 28, 0, row, box );
ui_split( content, k_ui_axis_h, 8, 0, null, content );
ui_split( content, k_ui_axis_h, 28, 0, file_entry, content );
- if( workshop_form.submission.type == k_addon_type_board ){
- ui_label( file_entry, "Addon folder: skaterift/boards/",
- 1, 8, file_entry );
- }
- else{
- ui_label( file_entry, "Addon folder: skaterift/maps/",
- 1, 8, file_entry );
- }
+ char buf[128];
+ snprintf( buf, 128, "Addon folder: skaterift/%s",
+ workshop_filetype_folder() );
+
+ ui_label( file_entry, buf, 1, 8, file_entry );
if( type == k_addon_type_world ){
struct ui_textbox_callbacks callbacks = {
k_ui_align_middle_left, ui_colour( k_ui_fg+4 ) );
if( ui_button_text( file_button, "Remove", 1 ) ){
- player_board_unload( &workshop_form.board_model );
+ if( type == k_addon_type_board )
+ player_board_unload( &workshop_form.board_model );
+ else if( type == k_addon_type_player )
+ player_model_unload( &workshop_form.player_model );
+
workshop_form.file_intent = k_workshop_form_file_intent_none;
workshop_form.addon_folder[0] = '\0';
}
vg_strcat( &str, "skateboard." );
else if( workshop_form.submission.type == k_addon_type_world )
vg_strcat( &str, "world." );
+ else if( workshop_form.submission.type == k_addon_type_player )
+ vg_strcat( &str, "playermodel." );
else
vg_strcat( &str, "???." );
* escapes here and we show them a basic string
*/
- if( !vg_loader_availible() ){
+ if( workshop_form.op != k_workshop_op_none ){
const char *op_string = "The programmer has not bothered to describe "
"the current operation that is running.";
- switch( skaterift.op ){
+ switch( workshop_form.op ){
case k_workshop_op_loading_model:
op_string = "Operation in progress: Loading model file.";
break;
vg_success( "Renders world preview\n" );
workshop_render_world_preview();
}
+ else if( type == k_addon_type_player ){
+ workshop_render_player_preview();
+ }
+
workshop_form.view_changed = 0;
}