From c5b57b50f0a67361fa4c49feb05750d1cd0ae2ba Mon Sep 17 00:00:00 2001 From: hgn Date: Sat, 28 Jan 2023 04:46:11 +0000 Subject: [PATCH] fix some errors --- common.h | 2 +- player_device_skate.h | 33 +++++++++++++++++++++----- player_interface.h | 3 +++ shaders/fscolour.h | 4 +++- shaders/gate.h | 16 +++++++------ shaders/planeinf.h | 54 +++++++++++++++++++++++++++---------------- shaders/viewchar.fs | 3 ++- shaders/viewchar.h | 3 ++- 8 files changed, 81 insertions(+), 37 deletions(-) diff --git a/common.h b/common.h index a7cb78f..a8d0e86 100644 --- a/common.h +++ b/common.h @@ -117,7 +117,7 @@ VG_STATIC float k_pitch_limit = 1.5f, k_look_speed = 2.0f, - k_spin_boost = 1.5f, + k_spin_boost = 2.2f, k_cog_spring = 0.2f, k_cog_damp = 0.02f, diff --git a/player_device_skate.h b/player_device_skate.h index 62c2121..5370c29 100644 --- a/player_device_skate.h +++ b/player_device_skate.h @@ -1149,6 +1149,14 @@ VG_STATIC void player_skate_update( player_interface *player, skate_apply_air_model( player, s ); skate_integrate( player, s ); + + vg_line_pt3( s->state.cog, 0.1f, VG__WHITE ); + vg_line_pt3( s->state.cog, 0.11f, VG__WHITE ); + vg_line_pt3( s->state.cog, 0.12f, VG__WHITE ); + vg_line_pt3( s->state.cog, 0.13f, VG__WHITE ); + vg_line_pt3( s->state.cog, 0.14f, VG__WHITE ); + + vg_line( player->rb.co, s->state.cog, VG__RED ); } VG_STATIC void player_skate_post_update( player_interface *player, @@ -1211,6 +1219,9 @@ VG_STATIC void player_skate_pose( player_interface *player, v3f offset; v3_zero( offset ); + m4x3_mulv( player->rb.to_local, s->state.cog, offset ); + v3_muls( offset, -4.0f, offset ); + #if 0 m3x3_mulv( player.inv_visual_transform, phys->bob, offset ); #endif @@ -1428,7 +1439,7 @@ VG_STATIC void player_skate_get_camera( player_interface *player, look_dir; v3_copy( player->rb.v, vel_dir ); - v3_normalize( vel_dir ); + //v3_normalize( vel_dir ); float tti = s->land_dist; v3f norm; @@ -1440,12 +1451,11 @@ VG_STATIC void player_skate_get_camera( player_interface *player, v3_copy( player->rb.to_world[1], norm ); } - v3_muladds( vel_dir, norm, -v3_dot(vel_dir,norm), flat_dir ); - v3_normalize( flat_dir ); + //v3_normalize( flat_dir ); v3_lerp( flat_dir, vel_dir, vg_clampf( tti / 2.0f, 0.4f, 1.0f ), look_dir ); - v3_lerp( s->state.vl, look_dir, 8.0f*vg.time_delta, s->state.vl ); + v3_lerp( s->state.vl, look_dir, 4.0f*vg.time_delta, s->state.vl ); float *v = s->state.vl, yaw = atan2f( v[0], -v[2] ), @@ -1470,18 +1480,28 @@ VG_STATIC void player_skate_transport( player_interface *player, struct player_device_skate *s = at->storage; m4x3_mulv( gate->transport, player->rb.co, player->rb.co ); + m3x3_mulv( gate->transport, player->rb.v, player->rb.v ); m4x3_mulv( gate->transport, s->state.cog, s->state.cog ); m3x3_mulv( gate->transport, s->state.cog_v, s->state.cog_v ); - m3x3_mulv( gate->transport, player->rb.v, player->rb.v ); m3x3_mulv( gate->transport, s->state.vl, s->state.vl ); + m3x3_mulv( gate->transport, s->state.throw_v, s->state.throw_v ); v4f transport_rotation; m3x3_q( gate->transport, transport_rotation ); q_mul( transport_rotation, player->rb.q, player->rb.q ); + rb_update_transform( &player->rb ); s->state_gate_storage = s->state; } +VG_STATIC void player_skate_reset( player_interface *player, + player_attachment *at, + struct respawn_point *rp ) +{ + struct player_device_skate *s = at->storage; + v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog ); +} + VG_STATIC player_device player_device_skate = { .pre_update = player_skate_pre_update, @@ -1491,7 +1511,8 @@ VG_STATIC player_device player_device_skate = .debug_ui = player_skate_ui, .bind = player_skate_bind, .pose = player_skate_pose, - .gate_transport= player_skate_transport + .gate_transport= player_skate_transport, + .reset = player_skate_reset }; #endif /* PLAYER_DEVICE_SKATE_H */ diff --git a/player_interface.h b/player_interface.h index 1b9e16b..a4be40e 100644 --- a/player_interface.h +++ b/player_interface.h @@ -310,6 +310,9 @@ VG_STATIC void player_spawn( player_interface *player, v3_zero( player->rb.w ); q_identity( player->rb.q ); rb_update_transform( &player->rb ); + + if( player->dev.device->reset ) + player->dev.device->reset( player, &player->dev, rp ); } /* diff --git a/shaders/fscolour.h b/shaders/fscolour.h index 7318cac..08fe21e 100644 --- a/shaders/fscolour.h +++ b/shaders/fscolour.h @@ -7,6 +7,7 @@ static struct vg_shader _shader_fscolour = { .link = shader_fscolour_link, .vs = { +.orig_file = "../../shaders/blit.vs", .static_src = "layout (location=0) in vec2 a_co;\n" "out vec2 aUv;\n" @@ -19,6 +20,7 @@ static struct vg_shader _shader_fscolour = { ""}, .fs = { +.orig_file = "../../shaders/colour.fs", .static_src = "out vec4 FragColor;\n" "uniform vec4 uColour;\n" @@ -34,7 +36,7 @@ static struct vg_shader _shader_fscolour = { static GLuint _uniform_fscolour_uColour; static void shader_fscolour_uColour(v4f v){ - glUniform4fv(_uniform_fscolour_uColour,1,v); + glUniform4fv( _uniform_fscolour_uColour, 1, v ); } static void shader_fscolour_register(void){ vg_shader_register( &_shader_fscolour ); diff --git a/shaders/gate.h b/shaders/gate.h index 7b5b31f..51eb312 100644 --- a/shaders/gate.h +++ b/shaders/gate.h @@ -7,6 +7,7 @@ static struct vg_shader _shader_gate = { .link = shader_gate_link, .vs = { +.orig_file = "../../shaders/gate.vs", .static_src = "layout (location=0) in vec3 a_co;\n" "layout (location=1) in vec3 a_norm;\n" @@ -35,6 +36,7 @@ static struct vg_shader _shader_gate = { ""}, .fs = { +.orig_file = "../../shaders/gate.fs", .static_src = "out vec4 FragColor;\n" "\n" @@ -74,25 +76,25 @@ static GLuint _uniform_gate_uInvRes; static GLuint _uniform_gate_uTime; static GLuint _uniform_gate_uCam; static void shader_gate_uPv(m4x4f m){ - glUniformMatrix4fv(_uniform_gate_uPv,1,GL_FALSE,(float*)m); + glUniformMatrix4fv( _uniform_gate_uPv, 1, GL_FALSE, (float *)m ); } static void shader_gate_uMdl(m4x3f m){ - glUniformMatrix4x3fv(_uniform_gate_uMdl,1,GL_FALSE,(float*)m); + glUniformMatrix4x3fv( _uniform_gate_uMdl, 1, GL_FALSE, (float *)m ); } static void shader_gate_uTexMain(int i){ - glUniform1i(_uniform_gate_uTexMain,i); + glUniform1i( _uniform_gate_uTexMain, i ); } static void shader_gate_uTexWater(int i){ - glUniform1i(_uniform_gate_uTexWater,i); + glUniform1i( _uniform_gate_uTexWater, i ); } static void shader_gate_uInvRes(v2f v){ - glUniform2fv(_uniform_gate_uInvRes,1,v); + glUniform2fv( _uniform_gate_uInvRes, 1, v ); } static void shader_gate_uTime(float f){ - glUniform1f(_uniform_gate_uTime,f); + glUniform1f( _uniform_gate_uTime, f ); } static void shader_gate_uCam(v3f v){ - glUniform3fv(_uniform_gate_uCam,1,v); + glUniform3fv( _uniform_gate_uCam, 1, v ); } static void shader_gate_register(void){ vg_shader_register( &_shader_gate ); diff --git a/shaders/planeinf.h b/shaders/planeinf.h index e617768..4bd7e86 100644 --- a/shaders/planeinf.h +++ b/shaders/planeinf.h @@ -7,6 +7,7 @@ static struct vg_shader _shader_planeinf = { .link = shader_planeinf_link, .vs = { +.orig_file = "../../shaders/standard.vs", .static_src = "layout (location=0) in vec3 a_co;\n" "layout (location=1) in vec3 a_norm;\n" @@ -16,11 +17,29 @@ static struct vg_shader _shader_planeinf = { "layout (location=5) in ivec4 a_groups;\n" "\n" "#line 2 0 \n" +"#line 1 2 \n" +"const float k_motion_lerp_amount = 0.01;\n" +"\n" +"#line 2 0 \n" +"\n" +"out vec3 aMotionVec0;\n" +"out vec3 aMotionVec1;\n" +"\n" +"void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n" +"{\n" +" // This magically solves some artifacting errors!\n" +" //\n" +" vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n" +"\n" +" aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n" +" aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n" +"}\n" +"\n" +"#line 3 0 \n" "\n" "uniform mat4x3 uMdl;\n" "uniform mat4 uPv;\n" -"\n" -"uniform mat4x3 uMotion;\n" +"uniform mat4 uPvmPrev;\n" "\n" "out vec4 aColour;\n" "out vec2 aUv;\n" @@ -28,19 +47,13 @@ static struct vg_shader _shader_planeinf = { "out vec3 aCo;\n" "out vec3 aWorldCo;\n" "\n" -"out vec3 aMotionVec0;\n" -"out vec3 aMotionVec1;\n" -"\n" "void main()\n" "{\n" -" vec3 world_pos0 = uMdl * vec4(a_co,1.0);\n" -" vec3 world_pos1 = uMotion * vec4(world_pos0,1.0);\n" -" \n" -" vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n" -" vec4 vproj1 = uPv * vec4( world_pos1, 1.0 );\n" +" vec3 world_pos0 = uMdl * vec4( a_co, 1.0 );\n" +" vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n" +" vec4 vproj1 = uPvmPrev * vec4( a_co, 1.0 );\n" "\n" -" aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n" -" aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n" +" vs_motion_out( vproj0, vproj1 );\n" "\n" " gl_Position = vproj0;\n" " aWorldCo = world_pos0;\n" @@ -52,6 +65,7 @@ static struct vg_shader _shader_planeinf = { ""}, .fs = { +.orig_file = "../../shaders/planeinf.fs", .static_src = "\n" "#line 2 0 \n" @@ -85,23 +99,23 @@ static struct vg_shader _shader_planeinf = { static GLuint _uniform_planeinf_uMdl; static GLuint _uniform_planeinf_uPv; -static GLuint _uniform_planeinf_uMotion; +static GLuint _uniform_planeinf_uPvmPrev; static GLuint _uniform_planeinf_uCamera; static GLuint _uniform_planeinf_uPlane; static void shader_planeinf_uMdl(m4x3f m){ - glUniformMatrix4x3fv(_uniform_planeinf_uMdl,1,GL_FALSE,(float*)m); + glUniformMatrix4x3fv( _uniform_planeinf_uMdl, 1, GL_FALSE, (float *)m ); } static void shader_planeinf_uPv(m4x4f m){ - glUniformMatrix4fv(_uniform_planeinf_uPv,1,GL_FALSE,(float*)m); + glUniformMatrix4fv( _uniform_planeinf_uPv, 1, GL_FALSE, (float *)m ); } -static void shader_planeinf_uMotion(m4x3f m){ - glUniformMatrix4x3fv(_uniform_planeinf_uMotion,1,GL_FALSE,(float*)m); +static void shader_planeinf_uPvmPrev(m4x4f m){ + glUniformMatrix4fv( _uniform_planeinf_uPvmPrev, 1, GL_FALSE, (float *)m ); } static void shader_planeinf_uCamera(v3f v){ - glUniform3fv(_uniform_planeinf_uCamera,1,v); + glUniform3fv( _uniform_planeinf_uCamera, 1, v ); } static void shader_planeinf_uPlane(v4f v){ - glUniform4fv(_uniform_planeinf_uPlane,1,v); + glUniform4fv( _uniform_planeinf_uPlane, 1, v ); } static void shader_planeinf_register(void){ vg_shader_register( &_shader_planeinf ); @@ -110,7 +124,7 @@ static void shader_planeinf_use(void){ glUseProgram(_shader_planeinf.id); } static void shader_planeinf_link(void){ _uniform_planeinf_uMdl = glGetUniformLocation( _shader_planeinf.id, "uMdl" ); _uniform_planeinf_uPv = glGetUniformLocation( _shader_planeinf.id, "uPv" ); - _uniform_planeinf_uMotion = glGetUniformLocation( _shader_planeinf.id, "uMotion" ); + _uniform_planeinf_uPvmPrev = glGetUniformLocation( _shader_planeinf.id, "uPvmPrev" ); _uniform_planeinf_uCamera = glGetUniformLocation( _shader_planeinf.id, "uCamera" ); _uniform_planeinf_uPlane = glGetUniformLocation( _shader_planeinf.id, "uPlane" ); } diff --git a/shaders/viewchar.fs b/shaders/viewchar.fs index f7e0370..fb98283 100644 --- a/shaders/viewchar.fs +++ b/shaders/viewchar.fs @@ -20,6 +20,7 @@ void main() vec3 halfview = uCamera - aWorldCo; float fdist = length( halfview ); halfview /= fdist; + fdist -= 0.08; vec3 qnorm = normalize(floor(aNorm*2.0)*0.5) + vec3(0.001,0.0,0.0); @@ -28,6 +29,6 @@ void main() vfrag = do_light_shadowing( vfrag ); vfrag = apply_fog( vfrag, fdist ); - float opacity = clamp( fdist*fdist, 0.1, 1.0 ); + float opacity = clamp( fdist*fdist, 0.0, 1.0 ); oColour = vec4(vfrag,opacity); } diff --git a/shaders/viewchar.h b/shaders/viewchar.h index 604cae2..f65b5ea 100644 --- a/shaders/viewchar.h +++ b/shaders/viewchar.h @@ -223,6 +223,7 @@ static struct vg_shader _shader_viewchar = { " vec3 halfview = uCamera - aWorldCo;\n" " float fdist = length( halfview );\n" " halfview /= fdist;\n" +" fdist -= 0.08;\n" "\n" " vec3 qnorm = normalize(floor(aNorm*2.0)*0.5) + vec3(0.001,0.0,0.0);\n" "\n" @@ -231,7 +232,7 @@ static struct vg_shader _shader_viewchar = { " vfrag = do_light_shadowing( vfrag );\n" " vfrag = apply_fog( vfrag, fdist );\n" "\n" -" float opacity = clamp( fdist*fdist, 0.1, 1.0 );\n" +" float opacity = clamp( fdist*fdist, 0.0, 1.0 );\n" " oColour = vec4(vfrag,opacity);\n" "}\n" ""}, -- 2.25.1