From afa80c76d03f5e983092e9d7be33a9102a7ab25e Mon Sep 17 00:00:00 2001 From: hgn Date: Wed, 22 Jun 2022 03:00:15 +0100 Subject: [PATCH] cleanup+walgrid init --- character.h | 27 +- common.h | 10 + gate.h | 27 +- main.c | 1058 +------------------------------------------- player.h | 951 +++++++++++++++++++++++++++++++++++++++ render.h | 53 ++- shaders/sky.fs | 18 +- shaders/sky.h | 28 +- shaders/terrain.fs | 14 +- shaders/terrain.h | 19 +- shaders/water.fs | 22 +- shaders/water.h | 41 +- shaders/water.vs | 9 +- terrain.h | 6 +- water.h | 82 ++++ world.h | 32 +- 16 files changed, 1294 insertions(+), 1103 deletions(-) create mode 100644 common.h create mode 100644 player.h diff --git a/character.h b/character.h index 6a3a26b..bc2ccb5 100644 --- a/character.h +++ b/character.h @@ -1,16 +1,25 @@ #ifndef CHARACTER_H #define CHARACTER_H -/* TODO: -> Common.h */ -#define VG_3D -#include "vg/vg.h" - +#include "common.h" #include "model.h" #include "scene.h" #include "ik.h" #include "rigidbody.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 ) \ @@ -39,6 +48,7 @@ #define ADD_ONE(_) +1 #define PART_COUNT FOREACH_PART(ADD_ONE) + enum character_part { FOREACH_PART( MAKE_ENUM ) @@ -503,8 +513,9 @@ static void character_testpose( struct character *ch, float t ) static void character_draw( struct character *ch, float temp ) { shader_character_use(); - shader_character_uPv( vg_pv ); + + vg_tex2d_bind( &tex_pallet, 0 ); shader_character_uTexMain( 0 ); shader_character_uOpacity( temp ); @@ -536,12 +547,6 @@ static void character_draw( struct character *ch, float temp ) } } -static void character_register(void) -{ - shader_character_register(); -} - - /* * Ragdoll Stuff */ diff --git a/common.h b/common.h new file mode 100644 index 0000000..cc27202 --- /dev/null +++ b/common.h @@ -0,0 +1,10 @@ +#ifndef COMMON_H +#define COMMON_H + +#define VG_3D +#define VG_FRAMEBUFFER_RESIZE 1 +#include "vg/vg.h" + +static float ktimestep = 1.0f/60.0f; + +#endif /* COMMON_H */ diff --git a/gate.h b/gate.h index 2f2b21e..6a6a0a9 100644 --- a/gate.h +++ b/gate.h @@ -11,7 +11,7 @@ typedef struct teleport_gate teleport_gate; static struct { - GLuint fb, rgb, rb, vao, vbo; + GLuint fb, rgb, rb; glmesh mdl; } grender; @@ -39,27 +39,9 @@ static void gate_register(void) shader_gate_register(); } -static void gate_init( void (*newfb)(GLuint*,GLuint*,GLuint*) ) +static void gate_init(void) { - newfb( &grender.fb, &grender.rgb, &grender.rb ); - { - float ksz = 1.0f; - float quad[] = { -ksz,-ksz,0.0f, ksz, ksz,0.0f, -ksz, ksz,0.0f, - -ksz,-ksz,0.0f, ksz,-ksz,0.0f, ksz, ksz,0.0f, - -ksz,-ksz,-0.1f, ksz, ksz,-0.1f, -ksz, ksz,-0.1f, - -ksz,-ksz,-0.1f, ksz,-ksz,-0.1f, ksz, ksz,-0.1f }; - - glGenVertexArrays( 1, &grender.vao ); - glGenBuffers( 1, &grender.vbo ); - glBindVertexArray( grender.vao ); - glBindBuffer( GL_ARRAY_BUFFER, grender.vbo ); - glBufferData( GL_ARRAY_BUFFER, sizeof(quad), quad, GL_STATIC_DRAW ); - glBindVertexArray( grender.vao ); - glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE, - sizeof(float)*3, (void*)0 ); - glEnableVertexAttribArray( 0 ); - VG_CHECK_GL(); - } + create_renderbuffer_std( &grender.fb, &grender.rgb, &grender.rb ); model *mgate = vg_asset_read( "models/rs_gate.mdl" ); model_unpack( mgate, &grender.mdl ); @@ -228,9 +210,6 @@ static void render_gate( teleport_gate *gate, m4x3f camera ) mesh_draw( &grender.mdl ); glDisable(GL_BLEND); - return; - glBindVertexArray( grender.vao ); - glDrawArrays( GL_TRIANGLES, 0, 12 ); } static int gate_intersect( teleport_gate *gate, v3f pos, v3f last ) diff --git a/main.c b/main.c index aef6dab..55a8f59 100644 --- a/main.c +++ b/main.c @@ -1,6 +1,4 @@ -#define VG_3D -#define VG_FRAMEBUFFER_RESIZE 1 -#include "vg/vg.h" +#include "common.h" /* Resources */ vg_tex2d tex_norwey = { .path = "textures/norway_foliage.qoi" }; @@ -9,23 +7,11 @@ 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_pallet = { .path = "textures/ch_gradient.qoi" }; vg_tex2d tex_water = { .path = "textures/water.qoi" }; /* Convars */ -static int freecam = 0; static int debugview = 0; -static int debugsdf = 0; static int sv_debugcam = 0; -static int sv_phys = 0; -static int thirdperson = 0; -static int clock_divider = 1; -static int replay_record = 0; - -static m4x3f *replay_buffer = NULL; -static int replay_buffer_frame = 0; - -#define REPLAY_LENGTH 120*60 /* Components */ #include "road.h" @@ -39,6 +25,7 @@ static int replay_buffer_frame = 0; #include "gate.h" #include "water.h" #include "world.h" +#include "player.h" #include "shaders/blit.h" #include "shaders/standard.h" @@ -63,7 +50,6 @@ vg_tex2d *texture_list[] = &tex_grid, &tex_sky, &tex_cement, - &tex_pallet, &tex_water, &tex_water_surf }; @@ -73,54 +59,6 @@ int main( int argc, char *argv[] ) vg_init( argc, argv, "Voyager Game Engine" ); } -m4x3f world_matrix; - -static struct gplayer -{ - /* Physics */ - v3f co, v, a, v_last, m, bob; - v4f rot; - float vswitch, slip, slip_last, - reverse; - - float iY; /* Yaw inertia */ - int in_air, is_dead; - - /* Input */ - v2f joy_l; - - v3f view; - v3f follow; - v2f look_dir; /* TEMP */ - v2f board_xy; - float grab; - float pitch; - - v3f land_target; - v3f land_target_log[22]; - u32 land_target_colours[22]; - int land_log_count; - m3x3f vr; - - m4x3f to_world, to_local; - - struct character mdl; - - v3f handl_target, handr_target, - handl, handr; -} -player; - - -static struct grender -{ - GLuint fb_background, - rgb_background; - - glmesh fsquad; -} -render; - #if 0 rigidbody mr_box = { .bbx = {{ -1.0f, -0.25f, -0.25f }, { 1.0f, 0.25f, 0.25f }} @@ -140,40 +78,6 @@ gate_b = { }; #endif -static void player_transform_update(void) -{ - q_normalize( player.rot ); - q_m3x3( player.rot, player.to_world ); - v3_copy( player.co, player.to_world[3] ); - - m4x3_invert_affine( player.to_world, player.to_local ); -} - -static int reset_player( int argc, char const *argv[] ) -{ - v3_zero( player.co ); - - if( argc == 1 ) - { - if( !strcmp( argv[0], "tutorial" )) - v3_copy( world.tutorial, player.co ); - } - - v3_copy( (v3f){ 0.0f, 0.0f, -0.2f }, player.v ); - q_identity( player.rot ); - player.vswitch = 1.0f; - player.slip_last = 0.0f; - player.is_dead = 0; - player.in_air = 1; - m3x3_identity( player.vr ); - - player.mdl.shoes[0] = 1; - player.mdl.shoes[1] = 1; - - player_transform_update(); - return 0; -} - static int playermodel( int argc, char const *argv[] ) { if( argc < 1 ) return 0; @@ -186,35 +90,8 @@ static int playermodel( int argc, char const *argv[] ) return 1; } - void vg_start(void) { - replay_buffer = malloc( sizeof(m4x3f) * REPLAY_LENGTH * (PART_COUNT) ); - - vg_tex2d_init( texture_list, vg_list_size( texture_list ) ); - -#if 0 - rb_init( &mr_box ); - rb_init( &mrs_box ); - mrs_box.co[2] += 2.0f; -#endif - - vg_convar_push( (struct vg_convar){ - .name = "frame", - .data = &replay_buffer_frame, - .data_type = k_convar_dtype_i32, - .opt_i32 = { .min=0, .max=REPLAY_LENGTH-1, .clamp=1 }, - .persistent = 0 - }); - - vg_convar_push( (struct vg_convar){ - .name = "rec", - .data = &replay_record, - .data_type = k_convar_dtype_i32, - .opt_i32 = { .min=0, .max=1, .clamp=1 }, - .persistent = 0 - }); - vg_convar_push( (struct vg_convar){ .name = "freecam", .data = &freecam, @@ -239,874 +116,35 @@ void vg_start(void) .persistent = 1 }); - vg_convar_push( (struct vg_convar){ - .name = "debugsdf", - .data = &debugsdf, - .data_type = k_convar_dtype_i32, - .opt_i32 = { .min=0, .max=1, .clamp=1 }, - .persistent = 1 - }); - - vg_convar_push( (struct vg_convar){ - .name = "phys", - .data = &sv_phys, - .data_type = k_convar_dtype_i32, - .opt_i32 = { .min=0, .max=1, .clamp=1 }, - .persistent = 1 - }); - - vg_convar_push( (struct vg_convar){ - .name = "thirdperson", - .data = &thirdperson, - .data_type = k_convar_dtype_i32, - .opt_i32 = { .min=0, .max=1, .clamp=1 }, - .persistent = 1 - }); - - vg_convar_push( (struct vg_convar){ - .name = "div", - .data = &clock_divider, - .data_type = k_convar_dtype_i32, - .opt_i32 = { .min=0, .max=1, .clamp=0 }, - .persistent = 1 - }); - vg_function_push( (struct vg_cmd){ .name = "reset", .function = reset_player }); - - v3f lightDir = { 0.1f, 0.8f, 0.2f }; - v3_normalize( lightDir ); - - character_load( &player.mdl, "ch_default" ); - character_init_ragdoll( &player.mdl ); - - world_init_default(); - reset_player( 1, (const char *[]){ "tutorial" } ); - player_transform_update(); - - /* Create framebuffers */ - glGenFramebuffers( 1, &render.fb_background ); - glBindFramebuffer( GL_FRAMEBUFFER, render.fb_background ); - - glGenTextures( 1, &render.rgb_background ); - glBindTexture( GL_TEXTURE_2D, render.rgb_background ); - glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, vg_window_x, vg_window_y, - 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); - - 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, - render.rgb_background, 0); + vg_tex2d_init( texture_list, vg_list_size( texture_list ) ); - gate_init( create_renderbuffer_std ); + render_init(); + gate_init(); terrain_init(); + character_init(); - { - 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 }; - - glGenVertexArrays( 1, &render.fsquad.vao ); - glGenBuffers( 1, &render.fsquad.vbo ); - glBindVertexArray( render.fsquad.vao ); - glBindBuffer( GL_ARRAY_BUFFER, render.fsquad.vbo ); - glBufferData( GL_ARRAY_BUFFER, sizeof(quad), quad, GL_STATIC_DRAW ); - glBindVertexArray( render.fsquad.vao ); - glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, - sizeof(float)*2, (void*)0 ); - glEnableVertexAttribArray( 0 ); - VG_CHECK_GL(); - } -} - -static float ktimestep = 1.0f/60.0f; - -static void player_freecam(void) -{ - m4x3f cam_rot; - m4x3_identity( cam_rot ); - m4x3_rotate_y( cam_rot, -player.look_dir[0] ); - m4x3_rotate_x( cam_rot, -player.look_dir[1] ); - - v3f lookdir = { 0.0f, 0.0f, -1.0f }, - sidedir = { 1.0f, 0.0f, 0.0f }; - - m4x3_mulv( cam_rot, lookdir, lookdir ); - m4x3_mulv( cam_rot, sidedir, sidedir ); - - float movespeed = 15.0f; - static v2f mouse_last, - view_vel = { 0.0f, 0.0f }; - - static v3f move_vel = { 0.0f, 0.0f, 0.0f }; - - if( vg_get_button_down( "primary" ) ) - v2_copy( vg_mouse, mouse_last ); - else if( vg_get_button( "primary" ) ) - { - v2f delta; - v2_sub( vg_mouse, mouse_last, delta ); - v2_copy( vg_mouse, mouse_last ); - - v2_muladds( view_vel, delta, 0.005f, view_vel ); - } - - v2_muls( view_vel, 0.75f, view_vel ); - v2_add( view_vel, player.look_dir, player.look_dir ); - player.look_dir[1] = - vg_clampf( player.look_dir[1], -VG_PIf*0.5f, VG_PIf*0.5f ); - - if( vg_get_button( "forward" ) ) - v3_muladds( move_vel, lookdir, ktimestep * movespeed, move_vel ); - if( vg_get_button( "back" ) ) - v3_muladds( move_vel, lookdir, ktimestep *-movespeed, move_vel ); - if( vg_get_button( "left" ) ) - v3_muladds( move_vel, sidedir, ktimestep *-movespeed, move_vel ); - if( vg_get_button( "right" ) ) - v3_muladds( move_vel, sidedir, ktimestep * movespeed, move_vel ); - - v3_muls( move_vel, 0.75f, move_vel ); - v3_add( move_vel, player.view, player.view ); -} - -static void apply_gravity( v3f vel, float const timestep ) -{ - v3f gravity = { 0.0f, -9.6f, 0.0f }; - v3_muladds( vel, gravity, timestep, vel ); -} - -static void player_start_air(void) -{ - player.in_air = 1; - - float pstep = ktimestep*10.0f; - - float best_velocity_mod = 0.0f, - best_velocity_delta = -9999.9f; - - v3f axis, vup; - m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, vup ); - v3_cross( vup, player.v, axis ); - v3_normalize( axis ); - player.land_log_count = 0; - - m3x3_identity( player.vr ); - - for( int m=-3;m<=12; m++ ) - { - float vmod = ((float)m / 15.0f)*0.09f; - - v3f pco, pco1, pv; - v3_copy( player.co, pco ); - v3_copy( player.v, pv ); - v3_muladds( pco, pv, ktimestep, pco ); - - /* - * Try different 'rotations' of the velocity to find the best possible - * landing normal. This conserves magnitude at the expense of slightly - * unrealistic results - */ - - m3x3f vr; - v4f vr_q; - - q_axis_angle( vr_q, axis, vmod ); - q_m3x3( vr_q, vr ); - - for( int i=0; i<50; i++ ) - { - v3_copy( pco, pco1 ); - apply_gravity( pv, pstep ); - - m3x3_mulv( vr, pv, pv ); - v3_muladds( pco, pv, pstep, pco ); - - ray_hit contact; - v3f vdir; - - v3_sub( pco, pco1, vdir ); - contact.dist = v3_length( vdir ); - v3_divs( vdir, contact.dist, vdir); - - if( ray_world( pco1, vdir, &contact )) - { - float land_delta = v3_dot( pv, contact.normal ); - u32 scolour = (u8)(vg_minf(-land_delta * 2.0f, 255.0f)); - - /* Bias prediction towords ramps */ - if( ray_hit_is_ramp( &contact ) ) - { - land_delta *= 0.1f; - scolour |= 0x0000a000; - } - - if( (land_delta < 0.0f) && (land_delta > best_velocity_delta) ) - { - best_velocity_delta = land_delta; - best_velocity_mod = vmod; - - v3_copy( contact.pos, player.land_target ); - - q_axis_angle( vr_q, axis, vmod*0.1f ); - q_m3x3( vr_q, player.vr ); - } - - v3_copy( contact.pos, - player.land_target_log[player.land_log_count] ); - player.land_target_colours[player.land_log_count] = - 0xff000000 | scolour; - - player.land_log_count ++; - - break; - } - } - } - - //v3_rotate( player.v, best_velocity_mod, axis, player.v ); - - return; - v3_muls( player.v, best_velocity_mod, player.v ); -} - -static int sample_if_resistant( v3f pos ) -{ - v3f ground; - v3_copy( pos, ground ); - ground[1] += 4.0f; - - ray_hit hit; - hit.dist = INFINITY; - - if( ray_world( ground, (v3f){0.0f,-1.0f,0.0f}, &hit )) - { - v3f angle; - v3_copy( player.v, angle ); - v3_normalize( angle ); - float resistance = v3_dot( hit.normal, angle ); - - if( resistance < 0.25f ) - { - v3_copy( hit.pos, pos ); - return 1; - } - } - - return 0; -} - -static float stable_force( float current, float diff ) -{ - float new = current + diff; - - if( new * current < 0.0f ) - return 0.0f; - - return new; -} - -static void player_physics_ground(void) -{ - /* - * Getting surface collision points, - * the contact manifold is a triangle for simplicity. - */ - v3f contact_front, contact_back, contact_norm, vup, vside, - axis; - - float klength = 0.65f; - m4x3_mulv( player.to_world, (v3f){ 0.15f,0.0f,-klength}, contact_norm ); - m4x3_mulv( player.to_world, (v3f){-0.15f,0.0f,-klength}, contact_front ); - m4x3_mulv( player.to_world, (v3f){ 0.00f,0.0f, klength}, contact_back ); - m3x3_mulv( player.to_world, (v3f){ 0.0f, 1.0f, 0.0f}, vup ); - m3x3_mulv( player.to_world, (v3f){ 1.0f, 0.0f, 0.0f}, vside ); - - v3f cn0, cn1, cn2; - - int contact_count = - sample_if_resistant( contact_front ) + - sample_if_resistant( contact_back ) + - sample_if_resistant( contact_norm ); - - if( contact_count < 3 ) - { - player_start_air(); - return; - } - - v3f norm; - v3f v0, v1; - v3_sub( contact_norm, contact_front, v0 ); - v3_sub( contact_back, contact_front, v1 ); - v3_cross( v1, v0, norm ); - v3_normalize( norm ); - - vg_line( contact_norm, contact_front, 0xff00ff00 ); - vg_line( contact_back, contact_front, 0xff0000ff ); - - /* Surface alignment */ - float angle = v3_dot( vup, norm ); - v3_cross( vup, norm, axis ); - - if( angle < 0.999f ) - { - v4f correction; - q_axis_angle( correction, axis, acosf(angle) ); - q_mul( correction, player.rot, player.rot ); - } - - float resistance = v3_dot( norm, player.v ); - if( resistance >= 0.0f ) - { - player_start_air(); - return; - } - else - { - v3_muladds( player.v, norm, -resistance, player.v ); - } - - /* This is where velocity integration used to be */ - - float slip = 0.0f; - - player.co[1] = (contact_front[1]+contact_back[1])*0.5f; - - v3f vel; - m3x3_mulv( player.to_local, player.v, vel ); - - /* Calculate local forces */ - - if( fabsf(vel[2]) > 0.01f ) - slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]); - - if( fabsf( slip ) > 1.2f ) - slip = vg_signf( slip ) * 1.2f; - player.slip = slip; - player.reverse = -vg_signf(vel[2]); - - float substep = ktimestep * 0.2f; - float fwd_resistance = (vg_get_button( "break" )? 5.0f: 0.02f) * -substep; - - for( int i=0; i<5; i++ ) - { - vel[2] = stable_force( vel[2], vg_signf( vel[2] ) * fwd_resistance ); - vel[0] = stable_force( vel[0], vg_signf( vel[0] ) * -7.0f *substep ); - } - - static double start_push = 0.0; - if( vg_get_button_down( "push" ) ) - start_push = vg_time; - - if( !vg_get_button("break") && vg_get_button( "push" ) ) - { - float const k_maxpush = 16.0f, - k_pushaccel = 5.0f; - - float cycle_time = vg_time-start_push, - amt = k_pushaccel * (sinf( cycle_time * 8.0f )*0.5f+0.5f)*ktimestep, - current = v3_length( vel ), - new_vel = vg_minf( current + amt, k_maxpush ); - new_vel -= vg_minf(current, k_maxpush); - vel[2] -= new_vel * player.reverse; - } - - m3x3_mulv( player.to_world, vel, player.v ); - - if( vg_get_button( "yawl" ) ) - player.iY += 3.6f * ktimestep; - if( vg_get_button( "yawr" ) ) - player.iY -= 3.6f * ktimestep; - - float steer = vg_get_axis( "horizontal" ); - player.iY -= vg_signf(steer)*powf(steer,2.0f) * 1.5f * ktimestep; - - /* Too much lean and it starts to look like a snowboard here */ - v2_lerp( player.board_xy, (v2f){ slip*0.25f, 0.0f }, - ktimestep*5.0f, player.board_xy); -} - -static void draw_cross(v3f pos,u32 colour) -{ - v3f p0, p1; - v3_add( (v3f){ 1.0f,0.0f,0.0f}, pos, p0 ); - v3_add( (v3f){-1.0f,0.0f,0.0f}, pos, p1 ); - vg_line( p0, p1, colour ); - v3_add( (v3f){0.0f, 1.0f,0.0f}, pos, p0 ); - v3_add( (v3f){0.0f,-1.0f,0.0f}, pos, p1 ); - vg_line( p0, p1, colour ); - v3_add( (v3f){0.0f,0.0f, 1.0f}, pos, p0 ); - v3_add( (v3f){0.0f,0.0f,-1.0f}, pos, p1 ); - vg_line( p0, p1, colour ); -} - -static void player_physics_air(void) -{ - /* Debug prediciton */ - - m3x3_mulv( player.vr, player.v, player.v ); - for( int i=0; i player.co[1] ) - { - player.in_air = 0; - - if( !ray_hit_is_ramp( &hit ) ) - { - player.is_dead = 1; - m4x3_mulv( player.to_world, player.view, player.follow ); - character_ragdoll_copypose( &player.mdl, player.v ); - } - - return; - } - } - - /* Prediction - * - * TODO: Find best landing surface and guide player towords it - */ - float pstep = ktimestep*10.0f; - - v3f pco, pco1, pv; - v3_copy( player.co, pco ); - v3_copy( player.v, pv ); - - float time_to_impact = 0.0f; - float limiter = 1.0f; - - for( int i=0; i<50; i++ ) - { - v3_copy( pco, pco1 ); - apply_gravity( pv, pstep ); - v3_muladds( pco, pv, pstep, pco ); - - //vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff ); - - ray_hit contact; - v3f vdir; - - v3_sub( pco, pco1, vdir ); - contact.dist = v3_length( vdir ); - v3_divs( vdir, contact.dist, vdir); - - float orig_dist = contact.dist; - if( ray_world( pco1, vdir, &contact )) - { - v3f localup; - m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, localup ); - - float angle = v3_dot( localup, contact.normal ); - v3f axis; - v3_cross( localup, contact.normal, axis ); - - time_to_impact += (contact.dist/orig_dist)*pstep; - limiter = vg_minf( 5.0f, time_to_impact )/5.0f; - limiter = 1.0f-limiter; - limiter *= limiter; - limiter = 1.0f-limiter; - - if( angle < 0.99f ) - { - v4f correction; - q_axis_angle( correction, axis, acosf(angle)*0.05f*(1.0f-limiter) ); - q_mul( correction, player.rot, player.rot ); - } - - draw_cross( contact.pos, 0xffff0000 ); - break; - } - time_to_impact += pstep; - } - - - player.iY -= vg_get_axis( "horizontal" ) * 3.6f * ktimestep; - { - - float iX = vg_get_axis( "vertical" ) * 3.6f * limiter * ktimestep; - static float siX = 0.0f; - siX = vg_lerpf( siX, iX, 0.3f ); - - v4f rotate; - v3f vside; - - m3x3_mulv( player.to_world, (v3f){1.0f,0.0f,0.0f}, vside ); - - q_axis_angle( rotate, vside, siX ); - q_mul( rotate, player.rot, player.rot ); - } - - v2f target = {0.0f,0.0f}; - v2_muladds( target, (v2f){ vg_get_axis("h1"), vg_get_axis("v1") }, - player.grab, target ); - v2_lerp( player.board_xy, target, ktimestep*3.0f, player.board_xy ); -} - -static void player_animate(void); -static void player_update(void) -{ - - if( vg_get_axis("grabl")>0.0f) - reset_player(0,NULL); - if( player.is_dead ) - return; - - static int clock = 0; - - /* temp */ - if( freecam ) - { - player_freecam(); - return; - } - - clock ++; - if( clock >= clock_divider ) - clock = 0; - else - return; - float horizontal = vg_get_axis("horizontal"), - vertical = vg_get_axis("vertical"); - - player.joy_l[0] = vg_signf(horizontal) * powf( horizontal, 2.0f ); - player.joy_l[1] = vg_signf(vertical) * powf( vertical, 2.0f ); - - if( player.in_air ) - player_physics_air(); - - if( !player.in_air ) - player_physics_ground(); - - /* Integrate velocity */ - v3f prevco; - v3_copy( player.co, prevco ); - if( sv_phys ) - { - apply_gravity( player.v, ktimestep ); - v3_muladds( player.co, player.v, ktimestep, player.co ); - } - - /* Integrate inertia */ - v4f rotate; v3f vup = {0.0f,1.0f,0.0f}; - m3x3_mulv( player.to_world, vup, vup ); - - static float siY = 0.0f; - - float lerpq = player.in_air? 0.04f: 0.3f; - siY = vg_lerpf( siY, player.iY, lerpq ); - - q_axis_angle( rotate, vup, siY ); - q_mul( rotate, player.rot, player.rot ); - - player.iY = 0.0f; /* temp */ - -#if 0 - /* GATE COLLISION */ - if( gate_intersect( &gate_a, player.co, prevco ) ) - { - teleport_gate *gate = &gate_a; - - m4x3f transport; - m4x3_mul( gate->other->to_world, gate->to_local, transport ); - m4x3_mulv( transport, player.co, player.co ); - m3x3_mulv( transport, player.v, player.v ); - m3x3_mulv( transport, player.v_last, player.v_last ); - m3x3_mulv( transport, player.m, player.m ); - m3x3_mulv( transport, player.bob, player.bob ); + character_load( &player.mdl, "ch_default" ); + character_init_ragdoll( &player.mdl ); - v4f transport_rotation; - m3x3_q( transport, transport_rotation ); - q_mul( transport_rotation, player.rot, player.rot ); - } -#endif + world_load(); - /* Camera and character */ + reset_player( 1, (const char *[]){ "tutorial" } ); player_transform_update(); - player_animate(); - - player.look_dir[0] = atan2f( player.v[0], -player.v[2] ); - player.look_dir[1] = atan2f( -player.v[1], sqrtf(player.v[0]*player.v[0]+ - player.v[2]*player.v[2]) ) * 0.3f; } void vg_update(void) { player_update(); - - //rb_torque( &mr_box, (v3f){0.0f,0.0f,1.0f}, 0.01f ); - - if( glfwGetKey( vg_window, GLFW_KEY_F ) ) - character_ragdoll_go( &player.mdl, player.view ); - - if( glfwGetKey( vg_window, GLFW_KEY_G ) ) - { - player.is_dead = 1; - m4x3_mulv( player.to_world, player.view, player.follow ); - character_ragdoll_copypose( &player.mdl, player.v ); - } - - static int clock = 0; - - clock ++; - if( clock >= clock_divider ) - { - character_debug_ragdoll( &player.mdl ); - - if( player.is_dead ) - character_ragdoll_iter( &player.mdl ); - -#if 0 - rb_build_manifold( &mr_box, &world.geo ); - rb_build_manifold( &mrs_box, &world.geo ); - rb_constraint_manifold( &mr_box ); - rb_constraint_manifold( &mrs_box ); - - rb_iter( &mr_box ); - rb_iter( &mrs_box ); - - rb_debug( &mr_box, 0xffffffff ); - rb_debug( &mrs_box, 0xff00ff00 ); - - rb_update_transform( &mr_box ); - rb_update_transform( &mrs_box ); -#endif - - clock = 0; - } - -} - -static void player_animate(void) -{ - /* Camera position */ - v3_sub( player.v, player.v_last, player.a ); - v3_copy( player.v, player.v_last ); - - v3_add( player.m, player.a, player.m ); - v3_lerp( player.m, (v3f){0.0f,0.0f,0.0f}, 0.1f, player.m ); - v3f target; - - player.m[0] = vg_clampf( player.m[0], -2.0f, 2.0f ); - player.m[1] = vg_clampf( player.m[1], -0.2f, 5.0f ); - player.m[2] = vg_clampf( player.m[2], -2.0f, 2.0f ); - v3_copy( player.m, target ); - v3_lerp( player.bob, target, 0.2f, player.bob ); - - /* Head */ - float lslip = fabsf(player.slip); //vg_minf( 0.4f, slip ); - - float grabt = vg_get_axis( "grabr" )*0.5f+0.5f; - player.grab = vg_lerpf( player.grab, grabt, 0.04f ); - - float kheight = 2.0f, - kleg = 0.6f; - - v3f head; - head[0] = 0.0f; - head[1] = (0.3f+cosf(lslip)*0.5f*(1.0f-player.grab*0.7f)) * kheight; - head[2] = 0.0f; - - v3f offset; - m3x3_mulv( player.to_local, player.bob, offset ); - - offset[0] *= 0.3333f; - offset[1] *= -0.25f; - offset[2] *= 0.7f; - v3_muladds( head, offset, 0.7f, head ); - head[1] = vg_clampf( head[1], 0.3f, kheight ); - -#if 0 - if( !freecam ) - { - v3_copy( head, player.view ); - v3f camoffs = {-0.2f,-0.6f,0.00f}; - v3_add( player.view, camoffs, player.view ); - } -#endif - - - /* - * Animation blending - * =========================================== - */ - - static float fslide = 0.0f; - static float fdirz = 0.0f; - static float fdirx = 0.0f; - static float fstand = 0.0f; - static float ffly = 0.0f; - - float speed = v3_length( player.v ); - - fstand = vg_lerpf(fstand, 1.0f-vg_clampf(speed*0.03f,0.0f,1.0f),0.1f); - fslide = vg_lerpf(fslide, vg_clampf(lslip+fabsf(offset[0])*0.2f, - 0.0f,1.0f), 0.04f); - fdirz = vg_lerpf(fdirz, player.reverse > 0.0f? 1.0f: 0.0f, 0.04f ); - fdirx = vg_lerpf(fdirx, player.slip < 0.0f? 1.0f: 0.0f, 0.04f ); - ffly = vg_lerpf(ffly, player.in_air? 1.0f: 0.0f, 0.04f ); - - character_pose_reset( &player.mdl ); - - float amt_air = ffly*ffly, - amt_ground = 1.0f-amt_air, - amt_std = (1.0f-fslide) * amt_ground, - amt_stand = amt_std * fstand, - amt_aero = amt_std * (1.0f-fstand), - amt_slide = amt_ground * fslide; - - character_final_pose( &player.mdl, offset, &pose_stand, amt_stand ); - character_final_pose( &player.mdl, offset, &pose_aero, amt_aero*fdirz ); - character_final_pose( &player.mdl, offset, - &pose_aero_reverse, amt_aero * (1.0f-fdirz) ); - character_final_pose( &player.mdl, offset, &pose_slide, amt_slide*fdirx ); - character_final_pose( &player.mdl, offset, - &pose_slide1, amt_slide*(1.0f-fdirx) ); - - character_final_pose( &player.mdl, (v3f){0.0f,0.0f,0.0f}, - &pose_fly, amt_air ); - - if( !freecam ) - { - v3_copy( player.mdl.cam_pos, player.view ); - v3_muladds( player.view, offset, 0.7f, player.view ); - player.view[1] = vg_clampf( player.view[1], 0.3f, kheight ); - } - - /* - * Additive effects - * ========================== - */ - struct ik_basic *arm_l = &player.mdl.ik_arm_l, - *arm_r = &player.mdl.ik_arm_r; - - v3f localv; - m3x3_mulv( player.to_local, player.v, localv ); - v3_muladds( arm_l->end, localv, -0.01f, arm_l->end ); - v3_muladds( arm_r->end, localv, -0.01f, arm_r->end ); - - /* New board transformation */ - v4f board_rotation; v3f board_location; - - v4f rz, rx; - q_axis_angle( rz, (v3f){ 0.0f, 0.0f, 1.0f }, player.board_xy[0] ); - q_axis_angle( rx, (v3f){ 1.0f, 0.0f, 0.0f }, player.board_xy[1] ); - q_mul( rx, rz, board_rotation ); - - v3f *mboard = player.mdl.matrices[k_chpart_board];// player.mboard; - q_m3x3( board_rotation, mboard ); - m3x3_mulv( mboard, (v3f){ 0.0f, -0.5f, 0.0f }, board_location ); - v3_add( (v3f){0.0f,0.5f,0.0f}, board_location, board_location ); - v3_copy( board_location, mboard[3] ); - - - float wheel_r = offset[0]*-0.4f; - v4f qwheel; - q_axis_angle( qwheel, (v3f){0.0f,1.0f,0.0f}, wheel_r ); - - q_m3x3( qwheel, player.mdl.matrices[k_chpart_wb] ); - - m3x3_transpose( player.mdl.matrices[k_chpart_wb], - player.mdl.matrices[k_chpart_wf] ); - v3_copy( player.mdl.offsets[k_chpart_wb], - player.mdl.matrices[k_chpart_wb][3] ); - v3_copy( player.mdl.offsets[k_chpart_wf], - player.mdl.matrices[k_chpart_wf][3] ); - - m4x3_mul( mboard, player.mdl.matrices[k_chpart_wb], - player.mdl.matrices[k_chpart_wb] ); - m4x3_mul( mboard, player.mdl.matrices[k_chpart_wf], - player.mdl.matrices[k_chpart_wf] ); - - m4x3_mulv( mboard, player.mdl.ik_leg_l.end, player.mdl.ik_leg_l.end ); - m4x3_mulv( mboard, player.mdl.ik_leg_r.end, player.mdl.ik_leg_r.end ); - - - v3_copy( player.mdl.ik_arm_l.end, player.handl_target ); - v3_copy( player.mdl.ik_arm_r.end, player.handr_target ); - - if( 1||player.in_air ) - { - float tuck = player.board_xy[1], - tuck_amt = fabsf( tuck ) * (1.0f-fabsf(player.board_xy[0])); - - float crouch = player.grab*0.3f; - v3_muladds( player.mdl.ik_body.base, (v3f){0.0f,-1.0f,0.0f}, - crouch, player.mdl.ik_body.base ); - v3_muladds( player.mdl.ik_body.end, (v3f){0.0f,-1.0f,0.0f}, - crouch*1.2f, player.mdl.ik_body.end ); - - if( tuck < 0.0f ) - { - //foot_l *= 1.0f-tuck_amt*1.5f; - - if( player.grab > 0.1f ) - { - m4x3_mulv( mboard, (v3f){0.1f,0.14f,0.6f}, - player.handl_target ); - } - } - else - { - //foot_r *= 1.0f-tuck_amt*1.4f; - - if( player.grab > 0.1f ) - { - m4x3_mulv( mboard, (v3f){0.1f,0.14f,-0.6f}, - player.handr_target ); - } - } - } - - v3_lerp( player.handl, player.handl_target, 0.1f, player.handl ); - v3_lerp( player.handr, player.handr_target, 0.1f, player.handr ); - - v3_copy( player.handl, player.mdl.ik_arm_l.end ); - v3_copy( player.handr, player.mdl.ik_arm_r.end ); - - /* Head rotation */ - - static float rhead = 0.0f; - rhead = vg_lerpf( rhead, - vg_clampf(atan2f( localv[2], -localv[0] ),-1.0f,1.0f), 0.04f ); - player.mdl.rhead = rhead; -} - -static void draw_player(void) -{ - /* Draw */ - vg_tex2d_bind( &tex_pallet, 0 ); - - m4x3_copy( player.to_world, player.mdl.mroot ); - - if( player.is_dead ) - character_mimic_ragdoll( &player.mdl ); - else - character_eval( &player.mdl ); - - character_draw( &player.mdl, (player.is_dead|player.in_air)? 0.0f: 1.0f ); } static void vg_framebuffer_resize( int w, int h ) { - glBindTexture( GL_TEXTURE_2D, render.rgb_background ); - glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, - GL_RGB, GL_UNSIGNED_BYTE, NULL ); - + render_fb_resize(); gate_fb_resize(); water_fb_resize(); } @@ -1120,36 +158,13 @@ void vg_render(void) glClearColor( 0.11f, 0.35f, 0.37f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); - v3f pos_inv; - static v3f cam_lerped = {0.0f,0.0f,0.0f}; - v3_lerp( cam_lerped, player.view, 0.08f, cam_lerped ); - - if( !freecam ) - { - m4x3_mulv( player.to_world, cam_lerped, pos_inv ); - - static float air_blend = 0.0f; - - air_blend = vg_lerpf( air_blend, player.in_air, 0.04f ); - v3_muladds( pos_inv, player.v, -0.05f*air_blend, pos_inv ); - } - else - v3_add( player.co, player.view, pos_inv ); - v3_negate( pos_inv, pos_inv ); - - static float vertical_lerp = 0.0f; - vertical_lerp = vg_lerpf( vertical_lerp, pos_inv[1], 1.0f ); - v3f final = { pos_inv[0], vertical_lerp, pos_inv[2] }; - float speed = freecam? 0.0f: v3_length( player.v ); v3f shake = { vg_randf()-0.5f, vg_randf()-0.5f, vg_randf()-0.5f }; v3_muls( shake, speed*0.01f, shake ); - static v2f cam_lerped_dir; - - m4x3_identity( world_matrix ); if( player.is_dead ) { +#if 0 v3f delta; v3_sub( player.mdl.ragdoll[k_chpart_head].co, player.follow, delta ); v3_normalize(delta); @@ -1165,27 +180,14 @@ void vg_render(void) float pitch = asinf( delta[1] ); m4x3_rotate_x( world_matrix, -pitch ); m4x3_rotate_y( world_matrix, yaw ); +#endif } else { - v2_lerp( cam_lerped_dir, player.look_dir, 0.04f, cam_lerped_dir ); - - m4x3_rotate_x( world_matrix, - freecam? - cam_lerped_dir[1]: - 0.6f+shake[1]*0.04f+player.look_dir[1] ); - - m4x3_rotate_y( world_matrix, - freecam? - cam_lerped_dir[0]: - player.look_dir[0]+shake[0]*0.02f ); } - - m4x3_translate( world_matrix, final ); - m4x4f world_4x4; - m4x3_expand( world_matrix, world_4x4 ); + m4x3_expand( player.camera_inverse, world_4x4 ); gpipeline.fov = freecam? 60.0f: 120.0f; m4x4_projection( vg_pv, gpipeline.fov, @@ -1204,11 +206,8 @@ void vg_render(void) * Draw world */ - m4x3f cam_transform; - m4x3_invert_affine( world_matrix, cam_transform ); - - render_world( vg_pv, cam_transform ); - render_water_texture( cam_transform ); + render_world( vg_pv, player.camera ); + render_water_texture( player.camera ); glBindFramebuffer( GL_FRAMEBUFFER, 0 ); render_water_surface( vg_pv ); @@ -1221,7 +220,7 @@ void vg_render(void) /* Copy the RGB of what we have into the background buffer */ glBindFramebuffer( GL_READ_FRAMEBUFFER, 0 ); - glBindFramebuffer( GL_DRAW_FRAMEBUFFER, render.fb_background ); + glBindFramebuffer( GL_DRAW_FRAMEBUFFER, gpipeline.fb_background ); glBlitFramebuffer( 0,0, vg_window_x, vg_window_y, 0,0, vg_window_x, vg_window_y, GL_COLOR_BUFFER_BIT, @@ -1247,11 +246,9 @@ void vg_render(void) shader_blit_use(); shader_blit_uTexMain( 0 ); glActiveTexture(GL_TEXTURE0); - glBindTexture( GL_TEXTURE_2D, render.rgb_background ); - - glBindVertexArray( render.fsquad.vao ); - glDrawArrays( GL_TRIANGLES, 0, 6 ); + glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background ); + render_fsquad(); glDisable(GL_BLEND); /* Other shite */ @@ -1259,6 +256,7 @@ void vg_render(void) vg_lines_drawall( (float *)vg_pv ); /* Debugger camera */ +#if 0 glViewport( 0,0, 800, 800 ); glClearColor( 0.1f, 0.0f, 0.2f, 1.0f ); glClear( GL_DEPTH_BUFFER_BIT ); @@ -1284,26 +282,12 @@ void vg_render(void) glEnable( GL_DEPTH_TEST ); draw_player(); } +#endif glDisable( GL_DEPTH_TEST ); vg_lines_drawall( (float *)vg_pv ); glViewport( 0,0, vg_window_x, vg_window_y ); - -#if 0 - if( replay_record ) - { - m4x3f *base = &replay_buffer[(PART_COUNT)*replay_buffer_frame]; - - for( int i=0; i best_velocity_delta) ) + { + best_velocity_delta = land_delta; + best_velocity_mod = vmod; + + v3_copy( contact.pos, player.land_target ); + + q_axis_angle( vr_q, axis, vmod*0.1f ); + q_m3x3( vr_q, player.vr ); + } + + v3_copy( contact.pos, + player.land_target_log[player.land_log_count] ); + player.land_target_colours[player.land_log_count] = + 0xff000000 | scolour; + + player.land_log_count ++; + + break; + } + } + } + + //v3_rotate( player.v, best_velocity_mod, axis, player.v ); + + return; + v3_muls( player.v, best_velocity_mod, player.v ); +} + +static int sample_if_resistant( v3f pos ) +{ + v3f ground; + v3_copy( pos, ground ); + ground[1] += 4.0f; + + ray_hit hit; + hit.dist = INFINITY; + + if( ray_world( ground, (v3f){0.0f,-1.0f,0.0f}, &hit )) + { + v3f angle; + v3_copy( player.v, angle ); + v3_normalize( angle ); + float resistance = v3_dot( hit.normal, angle ); + + if( resistance < 0.25f ) + { + v3_copy( hit.pos, pos ); + return 1; + } + } + + return 0; +} + +static float stable_force( float current, float diff ) +{ + float new = current + diff; + + if( new * current < 0.0f ) + return 0.0f; + + return new; +} + +static void player_physics_ground(void) +{ + /* + * Getting surface collision points, + * the contact manifold is a triangle for simplicity. + */ + v3f contact_front, contact_back, contact_norm, vup, vside, + axis; + + float klength = 0.65f; + m4x3_mulv( player.to_world, (v3f){ 0.15f,0.0f,-klength}, contact_norm ); + m4x3_mulv( player.to_world, (v3f){-0.15f,0.0f,-klength}, contact_front ); + m4x3_mulv( player.to_world, (v3f){ 0.00f,0.0f, klength}, contact_back ); + m3x3_mulv( player.to_world, (v3f){ 0.0f, 1.0f, 0.0f}, vup ); + m3x3_mulv( player.to_world, (v3f){ 1.0f, 0.0f, 0.0f}, vside ); + + v3f cn0, cn1, cn2; + + int contact_count = + sample_if_resistant( contact_front ) + + sample_if_resistant( contact_back ) + + sample_if_resistant( contact_norm ); + + if( contact_count < 3 ) + { + player_start_air(); + return; + } + + v3f norm; + v3f v0, v1; + v3_sub( contact_norm, contact_front, v0 ); + v3_sub( contact_back, contact_front, v1 ); + v3_cross( v1, v0, norm ); + v3_normalize( norm ); + + vg_line( contact_norm, contact_front, 0xff00ff00 ); + vg_line( contact_back, contact_front, 0xff0000ff ); + + /* Surface alignment */ + float angle = v3_dot( vup, norm ); + v3_cross( vup, norm, axis ); + + if( angle < 0.999f ) + { + v4f correction; + q_axis_angle( correction, axis, acosf(angle) ); + q_mul( correction, player.rot, player.rot ); + } + + float resistance = v3_dot( norm, player.v ); + if( resistance >= 0.0f ) + { + player_start_air(); + return; + } + else + { + v3_muladds( player.v, norm, -resistance, player.v ); + } + + /* This is where velocity integration used to be */ + + float slip = 0.0f; + + player.co[1] = (contact_front[1]+contact_back[1])*0.5f; + + v3f vel; + m3x3_mulv( player.to_local, player.v, vel ); + + /* Calculate local forces */ + + if( fabsf(vel[2]) > 0.01f ) + slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]); + + if( fabsf( slip ) > 1.2f ) + slip = vg_signf( slip ) * 1.2f; + player.slip = slip; + player.reverse = -vg_signf(vel[2]); + + float substep = ktimestep * 0.2f; + float fwd_resistance = (vg_get_button( "break" )? 5.0f: 0.02f) * -substep; + + for( int i=0; i<5; i++ ) + { + vel[2] = stable_force( vel[2], vg_signf( vel[2] ) * fwd_resistance ); + vel[0] = stable_force( vel[0], vg_signf( vel[0] ) * -7.0f *substep ); + } + + static double start_push = 0.0; + if( vg_get_button_down( "push" ) ) + start_push = vg_time; + + if( !vg_get_button("break") && vg_get_button( "push" ) ) + { + float const k_maxpush = 16.0f, + k_pushaccel = 5.0f; + + float cycle_time = vg_time-start_push, + amt = k_pushaccel * (sinf( cycle_time * 8.0f )*0.5f+0.5f)*ktimestep, + current = v3_length( vel ), + new_vel = vg_minf( current + amt, k_maxpush ); + new_vel -= vg_minf(current, k_maxpush); + vel[2] -= new_vel * player.reverse; + } + + m3x3_mulv( player.to_world, vel, player.v ); + + if( vg_get_button( "yawl" ) ) + player.iY += 3.6f * ktimestep; + if( vg_get_button( "yawr" ) ) + player.iY -= 3.6f * ktimestep; + + float steer = vg_get_axis( "horizontal" ); + player.iY -= vg_signf(steer)*powf(steer,2.0f) * 1.5f * ktimestep; + + /* Too much lean and it starts to look like a snowboard here */ + v2_lerp( player.board_xy, (v2f){ slip*0.25f, 0.0f }, + ktimestep*5.0f, player.board_xy); +} + +static void draw_cross(v3f pos,u32 colour, float scale) +{ + v3f p0, p1; + v3_add( (v3f){ scale,0.0f,0.0f}, pos, p0 ); + v3_add( (v3f){-scale,0.0f,0.0f}, pos, p1 ); + vg_line( p0, p1, colour ); + v3_add( (v3f){0.0f, scale,0.0f}, pos, p0 ); + v3_add( (v3f){0.0f,-scale,0.0f}, pos, p1 ); + vg_line( p0, p1, colour ); + v3_add( (v3f){0.0f,0.0f, scale}, pos, p0 ); + v3_add( (v3f){0.0f,0.0f,-scale}, pos, p1 ); + vg_line( p0, p1, colour ); +} + +static void player_physics_air(void) +{ + m3x3_mulv( player.vr, player.v, player.v ); + for( int i=0; i player.co[1] ) + { + player.in_air = 0; + + if( !ray_hit_is_ramp( &hit ) ) + { + player.is_dead = 1; + character_ragdoll_copypose( &player.mdl, player.v ); + } + + return; + } + } + + /* Prediction + * + * TODO: Find best landing surface and guide player towords it + */ + float pstep = ktimestep*10.0f; + + v3f pco, pco1, pv; + v3_copy( player.co, pco ); + v3_copy( player.v, pv ); + + float time_to_impact = 0.0f; + float limiter = 1.0f; + + for( int i=0; i<50; i++ ) + { + v3_copy( pco, pco1 ); + apply_gravity( pv, pstep ); + v3_muladds( pco, pv, pstep, pco ); + + //vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff ); + + ray_hit contact; + v3f vdir; + + v3_sub( pco, pco1, vdir ); + contact.dist = v3_length( vdir ); + v3_divs( vdir, contact.dist, vdir); + + float orig_dist = contact.dist; + if( ray_world( pco1, vdir, &contact )) + { + v3f localup; + m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, localup ); + + float angle = v3_dot( localup, contact.normal ); + v3f axis; + v3_cross( localup, contact.normal, axis ); + + time_to_impact += (contact.dist/orig_dist)*pstep; + limiter = vg_minf( 5.0f, time_to_impact )/5.0f; + limiter = 1.0f-limiter; + limiter *= limiter; + limiter = 1.0f-limiter; + + if( angle < 0.99f ) + { + v4f correction; + q_axis_angle( correction, axis, acosf(angle)*0.05f*(1.0f-limiter) ); + q_mul( correction, player.rot, player.rot ); + } + + draw_cross( contact.pos, 0xffff0000, 1 ); + break; + } + time_to_impact += pstep; + } + + player.iY -= vg_get_axis( "horizontal" ) * 3.6f * ktimestep; + { + + float iX = vg_get_axis( "vertical" ) * 3.6f * limiter * ktimestep; + static float siX = 0.0f; + siX = vg_lerpf( siX, iX, 0.3f ); + + v4f rotate; + v3f vside; + + m3x3_mulv( player.to_world, (v3f){1.0f,0.0f,0.0f}, vside ); + + q_axis_angle( rotate, vside, siX ); + q_mul( rotate, player.rot, player.rot ); + } + + v2f target = {0.0f,0.0f}; + v2_muladds( target, (v2f){ vg_get_axis("h1"), vg_get_axis("v1") }, + player.grab, target ); + v2_lerp( player.board_xy, target, ktimestep*3.0f, player.board_xy ); +} + +static void player_do_motion(void) +{ + float horizontal = vg_get_axis("horizontal"), + vertical = vg_get_axis("vertical"); + + player.joy_l[0] = vg_signf(horizontal) * powf( horizontal, 2.0f ); + player.joy_l[1] = vg_signf(vertical) * powf( vertical, 2.0f ); + + if( player.in_air ) + player_physics_air(); + + if( !player.in_air ) + player_physics_ground(); + + /* Integrate velocity */ + v3f prevco; + v3_copy( player.co, prevco ); + + apply_gravity( player.v, ktimestep ); + v3_muladds( player.co, player.v, ktimestep, player.co ); + + /* Integrate inertia */ + v4f rotate; v3f vup = {0.0f,1.0f,0.0f}; + m3x3_mulv( player.to_world, vup, vup ); + + static float siY = 0.0f; + + float lerpq = player.in_air? 0.04f: 0.3f; + siY = vg_lerpf( siY, player.iY, lerpq ); + + q_axis_angle( rotate, vup, siY ); + q_mul( rotate, player.rot, player.rot ); + + player.iY = 0.0f; /* temp */ + +#if 0 + /* GATE COLLISION */ + if( gate_intersect( &gate_a, player.co, prevco ) ) + { + teleport_gate *gate = &gate_a; + + m4x3f transport; + m4x3_mul( gate->other->to_world, gate->to_local, transport ); + m4x3_mulv( transport, player.co, player.co ); + m3x3_mulv( transport, player.v, player.v ); + m3x3_mulv( transport, player.v_last, player.v_last ); + m3x3_mulv( transport, player.m, player.m ); + m3x3_mulv( transport, player.bob, player.bob ); + + v4f transport_rotation; + m3x3_q( transport, transport_rotation ); + q_mul( transport_rotation, player.rot, player.rot ); + } +#endif + + /* Camera and character */ + player_transform_update(); + + player.angles[0] = atan2f( player.v[0], -player.v[2] ); + player.angles[1] = atan2f( -player.v[1], sqrtf(player.v[0]*player.v[0]+ + player.v[2]*player.v[2]) ) * 0.3f; + + player.air_blend = vg_lerpf( player.air_blend, player.in_air, 0.04f ); + v3_muladds( player.camera_pos, player.v, -0.05f*player.air_blend, + player.camera_pos ); +} + +static void player_walkgrid(void) +{ + float const k_gridscale = 0.5f; + float const k_stepheight = 0.5f; + float const k_walkspeed = 6.0f; + float const k_miny = 0.6f; + float const k_height = 1.78f; + int const k_gridamt = 8; + + v3f cell; + v3_muls( player.co, 1.0f/k_gridscale, cell ); + v3_floor( cell, cell ); + v3_muls( cell, k_gridscale, cell ); + + struct grid_sample + { + ray_hit hit; + int valid; + } + samples[ k_gridamt ][ k_gridamt ]; + + v3f grid_origin; + v3_muladds( cell, (v3f){ -1.0f,0.0f,-1.0f }, + (float)(k_gridamt/2) * k_gridscale, grid_origin ); + + /* + * Get sample 'poles' + */ + for( int y=0; yvalid = 0; + sample->hit.dist = k_stepheight+k_height; + + if( ray_world( sample_coord, (v3f){0.0f,-1.0f,0.0f}, &sample->hit )) + { + if( sample->hit.normal[1] >= k_miny && + ray_hit_is_ramp( &sample->hit )) + { + sample->valid = 1; + draw_cross( sample->hit.pos, 0xff00ff00, 0.1f ); + } + else + draw_cross( sample->hit.pos, 0xff0000ff, 0.1f ); + } + } + } + + /* + * Clip grid intersections with triangle edges + */ + for( int x=0; xvalid != sb->valid) && (sa->valid||sb->valid) ) + { + v3f tri[3]; + ray_world_get_tri( sa->valid? &sa->hit: &sb->hit, tri ); + + v3f sample; + v3_muladds( grid_origin, (v3f){ x, 0, y }, + k_gridscale, sample); + + /* Clip triangles until we find an edge inside the cell */ + int axis = 0; + float offset = sample[axis==0?0:2], + basis = sample[axis==0?2:0]; + + for( int i=0; i<3; i++ ) + { + int ia = i, + ib = (i+1)%3; + float pa = tri[ia][axis], + pb = tri[ib][axis]; + + vg_line( tri[ia],tri[ib],0xffaaaaaa ); + + if( (pa-offset)*(pb-offset) > 0.0f ) + continue; + + float d = pb-pa, + qa = (offset-pa)/d, + h = qa*tri[ib][2] + (1.0f-qa)*tri[ia][2], + q = (h-basis)/k_gridscale; + + if( q >= 0.0f && q <= 1.0f ) + { + float height = qa*tri[ia][1] + (1.0f-qa)*tri[ib][1]; + + v3f intersection = { offset, height, h }; + draw_cross( intersection, 0xffff0000, 0.06f ); + break; + } + } + } + } + } + + v3f fwd = { -sinf(-player.angles[0]), 0.0f, -cosf(-player.angles[0]) }, + side = { -fwd[2], 0.0f, fwd[0] }; + + /* Temp */ + if( glfwGetKey( vg_window, GLFW_KEY_W ) ) + v3_muladds( player.co, fwd, ktimestep*k_walkspeed, player.co ); + if( glfwGetKey( vg_window, GLFW_KEY_S ) ) + v3_muladds( player.co, fwd, -ktimestep*k_walkspeed, player.co ); + + if( glfwGetKey( vg_window, GLFW_KEY_A ) ) + v3_muladds( player.co, side, -ktimestep*k_walkspeed, player.co ); + if( glfwGetKey( vg_window, GLFW_KEY_D ) ) + v3_muladds( player.co, side, ktimestep*k_walkspeed, player.co ); + + m4x3_mulv( player.to_world, (v3f){0.0f,1.8f,0.0f}, player.camera_pos ); + player_mouseview(); + player_transform_update(); +} + +static void player_animate(void) +{ + /* Camera position */ + v3_sub( player.v, player.v_last, player.a ); + v3_copy( player.v, player.v_last ); + + v3_add( player.m, player.a, player.m ); + v3_lerp( player.m, (v3f){0.0f,0.0f,0.0f}, 0.1f, player.m ); + v3f target; + + player.m[0] = vg_clampf( player.m[0], -2.0f, 2.0f ); + player.m[1] = vg_clampf( player.m[1], -0.2f, 5.0f ); + player.m[2] = vg_clampf( player.m[2], -2.0f, 2.0f ); + v3_copy( player.m, target ); + v3_lerp( player.bob, target, 0.2f, player.bob ); + + /* Head */ + float lslip = fabsf(player.slip); //vg_minf( 0.4f, slip ); + + float grabt = vg_get_axis( "grabr" )*0.5f+0.5f; + player.grab = vg_lerpf( player.grab, grabt, 0.04f ); + + float kheight = 2.0f, + kleg = 0.6f; + + v3f head; + head[0] = 0.0f; + head[1] = (0.3f+cosf(lslip)*0.5f*(1.0f-player.grab*0.7f)) * kheight; + head[2] = 0.0f; + + v3f offset; + m3x3_mulv( player.to_local, player.bob, offset ); + + offset[0] *= 0.3333f; + offset[1] *= -0.25f; + offset[2] *= 0.7f; + v3_muladds( head, offset, 0.7f, head ); + head[1] = vg_clampf( head[1], 0.3f, kheight ); + +#if 0 + if( !freecam ) + { + v3_copy( head, player.view ); + v3f camoffs = {-0.2f,-0.6f,0.00f}; + v3_add( player.view, camoffs, player.view ); + } +#endif + + /* + * Animation blending + * =========================================== + */ + + static float fslide = 0.0f; + static float fdirz = 0.0f; + static float fdirx = 0.0f; + static float fstand = 0.0f; + static float ffly = 0.0f; + + float speed = v3_length( player.v ); + + fstand = vg_lerpf(fstand, 1.0f-vg_clampf(speed*0.03f,0.0f,1.0f),0.1f); + fslide = vg_lerpf(fslide, vg_clampf(lslip+fabsf(offset[0])*0.2f, + 0.0f,1.0f), 0.04f); + fdirz = vg_lerpf(fdirz, player.reverse > 0.0f? 1.0f: 0.0f, 0.04f ); + fdirx = vg_lerpf(fdirx, player.slip < 0.0f? 1.0f: 0.0f, 0.04f ); + ffly = vg_lerpf(ffly, player.in_air? 1.0f: 0.0f, 0.04f ); + + character_pose_reset( &player.mdl ); + + float amt_air = ffly*ffly, + amt_ground = 1.0f-amt_air, + amt_std = (1.0f-fslide) * amt_ground, + amt_stand = amt_std * fstand, + amt_aero = amt_std * (1.0f-fstand), + amt_slide = amt_ground * fslide; + + character_final_pose( &player.mdl, offset, &pose_stand, amt_stand ); + character_final_pose( &player.mdl, offset, &pose_aero, amt_aero*fdirz ); + character_final_pose( &player.mdl, offset, + &pose_aero_reverse, amt_aero * (1.0f-fdirz) ); + character_final_pose( &player.mdl, offset, &pose_slide, amt_slide*fdirx ); + character_final_pose( &player.mdl, offset, + &pose_slide1, amt_slide*(1.0f-fdirx) ); + + character_final_pose( &player.mdl, (v3f){0.0f,0.0f,0.0f}, + &pose_fly, amt_air ); + + /* Camera position */ + v3_lerp( player.smooth_localcam, player.mdl.cam_pos, 0.08f, + player.smooth_localcam ); + v3_muladds( player.smooth_localcam, offset, 0.7f, player.camera_pos ); + player.camera_pos[1] = vg_clampf( player.camera_pos[1], 0.3f, kheight ); + m4x3_mulv( player.to_world, player.camera_pos, player.camera_pos ); + + /* + * Additive effects + * ========================== + */ + struct ik_basic *arm_l = &player.mdl.ik_arm_l, + *arm_r = &player.mdl.ik_arm_r; + + v3f localv; + m3x3_mulv( player.to_local, player.v, localv ); + v3_muladds( arm_l->end, localv, -0.01f, arm_l->end ); + v3_muladds( arm_r->end, localv, -0.01f, arm_r->end ); + + /* New board transformation */ + v4f board_rotation; v3f board_location; + + v4f rz, rx; + q_axis_angle( rz, (v3f){ 0.0f, 0.0f, 1.0f }, player.board_xy[0] ); + q_axis_angle( rx, (v3f){ 1.0f, 0.0f, 0.0f }, player.board_xy[1] ); + q_mul( rx, rz, board_rotation ); + + v3f *mboard = player.mdl.matrices[k_chpart_board];// player.mboard; + q_m3x3( board_rotation, mboard ); + m3x3_mulv( mboard, (v3f){ 0.0f, -0.5f, 0.0f }, board_location ); + v3_add( (v3f){0.0f,0.5f,0.0f}, board_location, board_location ); + v3_copy( board_location, mboard[3] ); + + + float wheel_r = offset[0]*-0.4f; + v4f qwheel; + q_axis_angle( qwheel, (v3f){0.0f,1.0f,0.0f}, wheel_r ); + + q_m3x3( qwheel, player.mdl.matrices[k_chpart_wb] ); + + m3x3_transpose( player.mdl.matrices[k_chpart_wb], + player.mdl.matrices[k_chpart_wf] ); + v3_copy( player.mdl.offsets[k_chpart_wb], + player.mdl.matrices[k_chpart_wb][3] ); + v3_copy( player.mdl.offsets[k_chpart_wf], + player.mdl.matrices[k_chpart_wf][3] ); + + m4x3_mul( mboard, player.mdl.matrices[k_chpart_wb], + player.mdl.matrices[k_chpart_wb] ); + m4x3_mul( mboard, player.mdl.matrices[k_chpart_wf], + player.mdl.matrices[k_chpart_wf] ); + + m4x3_mulv( mboard, player.mdl.ik_leg_l.end, player.mdl.ik_leg_l.end ); + m4x3_mulv( mboard, player.mdl.ik_leg_r.end, player.mdl.ik_leg_r.end ); + + + v3_copy( player.mdl.ik_arm_l.end, player.handl_target ); + v3_copy( player.mdl.ik_arm_r.end, player.handr_target ); + + if( 1||player.in_air ) + { + float tuck = player.board_xy[1], + tuck_amt = fabsf( tuck ) * (1.0f-fabsf(player.board_xy[0])); + + float crouch = player.grab*0.3f; + v3_muladds( player.mdl.ik_body.base, (v3f){0.0f,-1.0f,0.0f}, + crouch, player.mdl.ik_body.base ); + v3_muladds( player.mdl.ik_body.end, (v3f){0.0f,-1.0f,0.0f}, + crouch*1.2f, player.mdl.ik_body.end ); + + if( tuck < 0.0f ) + { + //foot_l *= 1.0f-tuck_amt*1.5f; + + if( player.grab > 0.1f ) + { + m4x3_mulv( mboard, (v3f){0.1f,0.14f,0.6f}, + player.handl_target ); + } + } + else + { + //foot_r *= 1.0f-tuck_amt*1.4f; + + if( player.grab > 0.1f ) + { + m4x3_mulv( mboard, (v3f){0.1f,0.14f,-0.6f}, + player.handr_target ); + } + } + } + + v3_lerp( player.handl, player.handl_target, 0.1f, player.handl ); + v3_lerp( player.handr, player.handr_target, 0.1f, player.handr ); + + v3_copy( player.handl, player.mdl.ik_arm_l.end ); + v3_copy( player.handr, player.mdl.ik_arm_r.end ); + + /* Head rotation */ + + static float rhead = 0.0f; + rhead = vg_lerpf( rhead, + vg_clampf(atan2f( localv[2], -localv[0] ),-1.0f,1.0f), 0.04f ); + player.mdl.rhead = rhead; +} + +static void player_update(void) +{ + if( vg_get_axis("grabl")>0.0f) + reset_player(0,NULL); + + if( freecam ) + { + player_freecam(); + } + else + { + if( player.is_dead ) + { + character_ragdoll_iter( &player.mdl ); + character_debug_ragdoll( &player.mdl ); + } + else + { + if( player.on_board ) + { + player_do_motion(); + player_animate(); + } + else + { + player_walkgrid(); + } + } + } + + /* Update camera matrices */ + m4x3_identity( player.camera ); + m4x3_rotate_y( player.camera, -player.angles[0] ); + m4x3_rotate_x( player.camera, -0.33f -player.angles[1] ); + v3_copy( player.camera_pos, player.camera[3] ); + m4x3_invert_affine( player.camera, player.camera_inverse ); +} + +static void draw_player(void) +{ + /* Draw */ + m4x3_copy( player.to_world, player.mdl.mroot ); + + if( player.is_dead ) + character_mimic_ragdoll( &player.mdl ); + else + character_eval( &player.mdl ); + + character_draw( &player.mdl, (player.is_dead|player.in_air)? 0.0f: 1.0f ); +} + +#endif /* PLAYER_H */ diff --git a/render.h b/render.h index 493ed3b..ef7a82f 100644 --- a/render.h +++ b/render.h @@ -1,11 +1,16 @@ #ifndef RENDER_H #define RENDER_H -#define VG_3D -#include "vg/vg.h" + +#include "common.h" +#include "model.h" static struct pipeline { float fov; + glmesh fsquad; + + GLuint fb_background, + rgb_background; } gpipeline; @@ -79,4 +84,48 @@ static void resize_renderbuffer_std( GLuint *fb, GLuint *rgb, GLuint *rb ) vg_window_x, vg_window_y ); } +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 ); +} + +static void render_init(void) +{ + glGenFramebuffers( 1, &gpipeline.fb_background ); + glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_background ); + + 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); + + 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); + + 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 }; + + 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(); +} + +static void render_fsquad(void) +{ + glBindVertexArray( gpipeline.fsquad.vao ); + glDrawArrays( GL_TRIANGLES, 0, 6 ); +} + #endif /* RENDER_H */ diff --git a/shaders/sky.fs b/shaders/sky.fs index b8d4fc7..9e08967 100644 --- a/shaders/sky.fs +++ b/shaders/sky.fs @@ -1,6 +1,8 @@ out vec4 FragColor; uniform vec4 uColour; +uniform sampler2D uTexGarbage; +uniform float uTime; in vec4 aColour; in vec2 aUv; @@ -16,5 +18,19 @@ void main() vec3 skycolour = vec3(0.4,0.5,0.8); vec3 diffuse = mix( skycolour, horizon, fblend ); - FragColor = vec4(diffuse,1.0); + float fmove = uTime * 0.001; + vec2 cloudplane = (aCo.xz / (aCo.y*sign(aNorm.y))) * 0.03; + vec4 clouds1 = texture( uTexGarbage, cloudplane + vec2(0.1,0.4)*fmove*2.0 ); + vec4 clouds2 = texture( uTexGarbage, cloudplane + vec2(0.3,0.1)*fmove ); + + float cloud_d = max(clouds1.b*clouds2.r -0.2 - clouds2.g*0.4,0.0); + float cloud_e = pow(cloud_d,1.8)*pow(abs(aNorm.y),0.3)*2.0; + + vec3 colour_ocean = vec3( 0.61, 0.84, 0.9 ); + float fhorizon = step( aNorm.y * 0.5 + 0.5, 0.5 ); + + vec3 skycomp = mix(diffuse, vec3(1.0), cloud_e); + skycomp = mix(mix(pow(colour_ocean,vec3(6.0))*0.6,skycomp, 0.7),skycomp,fhorizon); + + FragColor = vec4(skycomp, 1.0); } diff --git a/shaders/sky.h b/shaders/sky.h index 55a2046..920036a 100644 --- a/shaders/sky.h +++ b/shaders/sky.h @@ -40,6 +40,8 @@ static struct vg_shader _shader_sky = { "out vec4 FragColor;\n" "\n" "uniform vec4 uColour;\n" +"uniform sampler2D uTexGarbage;\n" +"uniform float uTime;\n" "\n" "in vec4 aColour;\n" "in vec2 aUv;\n" @@ -55,7 +57,21 @@ static struct vg_shader _shader_sky = { " vec3 skycolour = vec3(0.4,0.5,0.8);\n" " vec3 diffuse = mix( skycolour, horizon, fblend );\n" "\n" -" FragColor = vec4(diffuse,1.0);\n" +" float fmove = uTime * 0.001;\n" +" vec2 cloudplane = (aCo.xz / (aCo.y*sign(aNorm.y))) * 0.03;\n" +" vec4 clouds1 = texture( uTexGarbage, cloudplane + vec2(0.1,0.4)*fmove*2.0 );\n" +" vec4 clouds2 = texture( uTexGarbage, cloudplane + vec2(0.3,0.1)*fmove );\n" +"\n" +" float cloud_d = max(clouds1.b*clouds2.r -0.2 - clouds2.g*0.4,0.0);\n" +" float cloud_e = pow(cloud_d,1.8)*pow(abs(aNorm.y),0.3)*2.0;\n" +"\n" +" vec3 colour_ocean = vec3( 0.61, 0.84, 0.9 );\n" +" float fhorizon = step( aNorm.y * 0.5 + 0.5, 0.5 );\n" +"\n" +" vec3 skycomp = mix(diffuse, vec3(1.0), cloud_e);\n" +" skycomp = mix(mix(pow(colour_ocean,vec3(6.0))*0.6,skycomp, 0.7),skycomp,fhorizon);\n" +"\n" +" FragColor = vec4(skycomp, 1.0);\n" "}\n" ""}, }; @@ -63,6 +79,8 @@ static struct vg_shader _shader_sky = { static GLuint _uniform_sky_uPv; static GLuint _uniform_sky_uMdl; static GLuint _uniform_sky_uColour; +static GLuint _uniform_sky_uTexGarbage; +static GLuint _uniform_sky_uTime; static void shader_sky_uPv(m4x4f m){ glUniformMatrix4fv( _uniform_sky_uPv, 1, GL_FALSE, (float *)m ); } @@ -72,6 +90,12 @@ static void shader_sky_uMdl(m4x3f m){ static void shader_sky_uColour(v4f v){ glUniform4fv( _uniform_sky_uColour, 1, v ); } +static void shader_sky_uTexGarbage(int i){ + glUniform1i( _uniform_sky_uTexGarbage, i ); +} +static void shader_sky_uTime(float f){ + glUniform1f( _uniform_sky_uTime, f ); +} static void shader_sky_register(void){ vg_shader_register( &_shader_sky ); } @@ -80,5 +104,7 @@ static void shader_sky_link(void){ _uniform_sky_uPv = glGetUniformLocation( _shader_sky.id, "uPv" ); _uniform_sky_uMdl = glGetUniformLocation( _shader_sky.id, "uMdl" ); _uniform_sky_uColour = glGetUniformLocation( _shader_sky.id, "uColour" ); + _uniform_sky_uTexGarbage = glGetUniformLocation( _shader_sky.id, "uTexGarbage" ); + _uniform_sky_uTime = glGetUniformLocation( _shader_sky.id, "uTime" ); } #endif /* SHADER_sky_H */ diff --git a/shaders/terrain.fs b/shaders/terrain.fs index 10e5d9d..fbfa276 100644 --- a/shaders/terrain.fs +++ b/shaders/terrain.fs @@ -2,6 +2,7 @@ out vec4 FragColor; uniform sampler2D uTexGarbage; uniform sampler2D uTexGradients; +uniform vec3 uCamera; in vec4 aColour; in vec2 aUv; @@ -23,8 +24,15 @@ void main() vec2 uvgradients = vec2( rgarbage.a, -amtgrass*0.125 ) + aUv; vec3 diffuse = texture( uTexGradients, uvgradients ).rgb; + vec3 lightdir = vec3(0.95,0.0,-0.3); vec3 shadow = pow(vec3(0.014,0.034,0.084),vec3(1.0/3.2)); - float light1 = 1.0-(dot( vec3(0.95,0.0,-0.3), qnorm )*0.5+0.5); - - FragColor = vec4(diffuse*(1.0-light1)+diffuse*shadow*light1, 1.0); + float light1 = 1.0-(dot( lightdir, qnorm )*0.5+0.5); + + qnorm = floor(aNorm*8.0)*0.125; + vec3 viewdelta = normalize( uCamera - aCo ); + vec3 specdir = reflect( -lightdir, qnorm ); + float spec = pow(max(dot(viewdelta,specdir),0.0),10.0) * 0.2*rgarbage.r; + + diffuse = diffuse*(1.0-light1)+diffuse*shadow*light1; + FragColor = vec4(diffuse+spec, 1.0); } diff --git a/shaders/terrain.h b/shaders/terrain.h index 42e87aa..0e22487 100644 --- a/shaders/terrain.h +++ b/shaders/terrain.h @@ -41,6 +41,7 @@ static struct vg_shader _shader_terrain = { "\n" "uniform sampler2D uTexGarbage;\n" "uniform sampler2D uTexGradients;\n" +"uniform vec3 uCamera;\n" "\n" "in vec4 aColour;\n" "in vec2 aUv;\n" @@ -62,10 +63,17 @@ static struct vg_shader _shader_terrain = { " vec2 uvgradients = vec2( rgarbage.a, -amtgrass*0.125 ) + aUv;\n" " vec3 diffuse = texture( uTexGradients, uvgradients ).rgb;\n" " \n" +" vec3 lightdir = vec3(0.95,0.0,-0.3);\n" " vec3 shadow = pow(vec3(0.014,0.034,0.084),vec3(1.0/3.2));\n" -" float light1 = 1.0-(dot( vec3(0.95,0.0,-0.3), qnorm )*0.5+0.5);\n" -"\n" -" FragColor = vec4(diffuse*(1.0-light1)+diffuse*shadow*light1, 1.0);\n" +" float light1 = 1.0-(dot( lightdir, qnorm )*0.5+0.5);\n" +" \n" +" qnorm = floor(aNorm*8.0)*0.125;\n" +" vec3 viewdelta = normalize( uCamera - aCo );\n" +" vec3 specdir = reflect( -lightdir, qnorm );\n" +" float spec = pow(max(dot(viewdelta,specdir),0.0),10.0) * 0.2*rgarbage.r;\n" +" \n" +" diffuse = diffuse*(1.0-light1)+diffuse*shadow*light1;\n" +" FragColor = vec4(diffuse+spec, 1.0);\n" "}\n" ""}, }; @@ -74,6 +82,7 @@ static GLuint _uniform_terrain_uPv; static GLuint _uniform_terrain_uMdl; static GLuint _uniform_terrain_uTexGarbage; static GLuint _uniform_terrain_uTexGradients; +static GLuint _uniform_terrain_uCamera; static void shader_terrain_uPv(m4x4f m){ glUniformMatrix4fv( _uniform_terrain_uPv, 1, GL_FALSE, (float *)m ); } @@ -86,6 +95,9 @@ static void shader_terrain_uTexGarbage(int i){ static void shader_terrain_uTexGradients(int i){ glUniform1i( _uniform_terrain_uTexGradients, i ); } +static void shader_terrain_uCamera(v3f v){ + glUniform3fv( _uniform_terrain_uCamera, 1, v ); +} static void shader_terrain_register(void){ vg_shader_register( &_shader_terrain ); } @@ -95,5 +107,6 @@ static void shader_terrain_link(void){ _uniform_terrain_uMdl = glGetUniformLocation( _shader_terrain.id, "uMdl" ); _uniform_terrain_uTexGarbage = glGetUniformLocation( _shader_terrain.id, "uTexGarbage" ); _uniform_terrain_uTexGradients = glGetUniformLocation( _shader_terrain.id, "uTexGradients" ); + _uniform_terrain_uCamera = glGetUniformLocation( _shader_terrain.id, "uCamera" ); } #endif /* SHADER_terrain_H */ diff --git a/shaders/water.fs b/shaders/water.fs index b352e39..da92d13 100644 --- a/shaders/water.fs +++ b/shaders/water.fs @@ -2,19 +2,33 @@ out vec4 FragColor; uniform sampler2D uTexMain; uniform sampler2D uTexDudv; +uniform sampler2D uTexDepth; uniform vec2 uInvRes; uniform float uTime; -in vec2 aUv; +in vec4 aUv; +in vec3 aCo; void main() { vec2 ssuv = gl_FragCoord.xy*uInvRes; - vec4 dudva = texture( uTexDudv, aUv + vec2(uTime*0.04f,uTime*0.03f) ); - vec4 dudvb = texture( uTexDudv, aUv - vec2(uTime*0.1,uTime*0.054) ); + vec4 dudva = texture( uTexDudv, aUv.xy + vec2(uTime*0.04f,uTime*0.03f) ); + vec4 dudvb = texture( uTexDudv, aUv.xy - vec2(uTime*0.1,uTime*0.054) ); vec2 distortamt = (dudva.rg-0.5) * (dudvb.ba-0.5) * 2.0; vec4 reflected = texture( uTexMain, ssuv+distortamt ); - FragColor = vec4(reflected.rgb*1.0,reflected.a); + float depthvalue = texture( uTexDepth, aUv.zw ).r; + float opacity = smoothstep( 0.0, 0.1, depthvalue ); + + vec3 colour_shore = vec3( 0.96, 0.98, 0.9 ); + vec3 colour_ocean = vec3( 0.61, 0.84, 0.9 ); + vec3 surface_tint = mix( colour_shore, colour_ocean, depthvalue ); + + vec3 comp_surf = mix(pow(surface_tint,vec3(6.0))*0.6,reflected.rgb, 0.7); + + float band = fract( aCo.z*0.1+uTime*0.1-depthvalue*10.0 ); + band = step( band + dudvb.g*0.8, 0.5 ) * max((1.0-depthvalue*4.0),0.0); + + FragColor = vec4(comp_surf + band*0.2,opacity+band*0.2); } diff --git a/shaders/water.h b/shaders/water.h index e50253c..8572613 100644 --- a/shaders/water.h +++ b/shaders/water.h @@ -18,14 +18,19 @@ static struct vg_shader _shader_water = { "\n" "uniform mat4 uPv;\n" "uniform mat4x3 uMdl;\n" +"uniform vec4 uDepthBounds;\n" "\n" -"out vec2 aUv;\n" +"out vec4 aUv;\n" +"out vec3 aCo;\n" "\n" "void main()\n" "{\n" " vec3 world_pos = uMdl * vec4( a_co, 1.0 );\n" " gl_Position = uPv * vec4(world_pos,1.0);\n" -" aUv = vec2(world_pos[0],world_pos[2])*0.15;\n" +"\n" +" vec2 depth_coords = (world_pos.xz-uDepthBounds.xy)*uDepthBounds.zw;\n" +" aUv = vec4(world_pos.xz*0.1,depth_coords);\n" +" aCo = world_pos;\n" "}\n" ""}, .fs = @@ -36,29 +41,45 @@ static struct vg_shader _shader_water = { "\n" "uniform sampler2D uTexMain;\n" "uniform sampler2D uTexDudv;\n" +"uniform sampler2D uTexDepth;\n" "uniform vec2 uInvRes;\n" "uniform float uTime;\n" "\n" -"in vec2 aUv;\n" +"in vec4 aUv;\n" +"in vec3 aCo;\n" "\n" "void main()\n" "{\n" " vec2 ssuv = gl_FragCoord.xy*uInvRes;\n" -" vec4 dudva = texture( uTexDudv, aUv + vec2(uTime*0.04f,uTime*0.03f) );\n" -" vec4 dudvb = texture( uTexDudv, aUv - vec2(uTime*0.1,uTime*0.054) );\n" +" vec4 dudva = texture( uTexDudv, aUv.xy + vec2(uTime*0.04f,uTime*0.03f) );\n" +" vec4 dudvb = texture( uTexDudv, aUv.xy - vec2(uTime*0.1,uTime*0.054) );\n" "\n" " vec2 distortamt = (dudva.rg-0.5) * (dudvb.ba-0.5) * 2.0;\n" "\n" " vec4 reflected = texture( uTexMain, ssuv+distortamt );\n" -" FragColor = vec4(reflected.rgb*1.0,reflected.a);\n" +" float depthvalue = texture( uTexDepth, aUv.zw ).r;\n" +" float opacity = smoothstep( 0.0, 0.1, depthvalue );\n" +"\n" +" vec3 colour_shore = vec3( 0.96, 0.98, 0.9 );\n" +" vec3 colour_ocean = vec3( 0.61, 0.84, 0.9 );\n" +" vec3 surface_tint = mix( colour_shore, colour_ocean, depthvalue );\n" +"\n" +" vec3 comp_surf = mix(pow(surface_tint,vec3(6.0))*0.6,reflected.rgb, 0.7);\n" +" \n" +" float band = fract( aCo.z*0.1+uTime*0.1-depthvalue*10.0 );\n" +" band = step( band + dudvb.g*0.8, 0.5 ) * max((1.0-depthvalue*4.0),0.0);\n" +"\n" +" FragColor = vec4(comp_surf + band*0.2,opacity+band*0.2);\n" "}\n" ""}, }; static GLuint _uniform_water_uPv; static GLuint _uniform_water_uMdl; +static GLuint _uniform_water_uDepthBounds; static GLuint _uniform_water_uTexMain; static GLuint _uniform_water_uTexDudv; +static GLuint _uniform_water_uTexDepth; static GLuint _uniform_water_uInvRes; static GLuint _uniform_water_uTime; static void shader_water_uPv(m4x4f m){ @@ -67,12 +88,18 @@ static void shader_water_uPv(m4x4f m){ static void shader_water_uMdl(m4x3f m){ glUniformMatrix4x3fv( _uniform_water_uMdl, 1, GL_FALSE, (float *)m ); } +static void shader_water_uDepthBounds(v4f v){ + glUniform4fv( _uniform_water_uDepthBounds, 1, v ); +} static void shader_water_uTexMain(int i){ glUniform1i( _uniform_water_uTexMain, i ); } static void shader_water_uTexDudv(int i){ glUniform1i( _uniform_water_uTexDudv, i ); } +static void shader_water_uTexDepth(int i){ + glUniform1i( _uniform_water_uTexDepth, i ); +} static void shader_water_uInvRes(v2f v){ glUniform2fv( _uniform_water_uInvRes, 1, v ); } @@ -86,8 +113,10 @@ static void shader_water_use(void){ glUseProgram(_shader_water.id); } static void shader_water_link(void){ _uniform_water_uPv = glGetUniformLocation( _shader_water.id, "uPv" ); _uniform_water_uMdl = glGetUniformLocation( _shader_water.id, "uMdl" ); + _uniform_water_uDepthBounds = glGetUniformLocation( _shader_water.id, "uDepthBounds" ); _uniform_water_uTexMain = glGetUniformLocation( _shader_water.id, "uTexMain" ); _uniform_water_uTexDudv = glGetUniformLocation( _shader_water.id, "uTexDudv" ); + _uniform_water_uTexDepth = glGetUniformLocation( _shader_water.id, "uTexDepth" ); _uniform_water_uInvRes = glGetUniformLocation( _shader_water.id, "uInvRes" ); _uniform_water_uTime = glGetUniformLocation( _shader_water.id, "uTime" ); } diff --git a/shaders/water.vs b/shaders/water.vs index dd8b661..3d6372c 100644 --- a/shaders/water.vs +++ b/shaders/water.vs @@ -2,12 +2,17 @@ uniform mat4 uPv; uniform mat4x3 uMdl; +uniform vec4 uDepthBounds; -out vec2 aUv; +out vec4 aUv; +out vec3 aCo; void main() { vec3 world_pos = uMdl * vec4( a_co, 1.0 ); gl_Position = uPv * vec4(world_pos,1.0); - aUv = vec2(world_pos[0],world_pos[2])*0.15; + + vec2 depth_coords = (world_pos.xz-uDepthBounds.xy)*uDepthBounds.zw; + aUv = vec4(world_pos.xz*0.1,depth_coords); + aCo = world_pos; } diff --git a/terrain.h b/terrain.h index 739fb75..3005c93 100644 --- a/terrain.h +++ b/terrain.h @@ -38,7 +38,7 @@ static void terrain_init(void) free(msky); } -static void render_terrain(m4x4f projection) +static void render_terrain(m4x4f projection, v3f camera) { shader_terrain_use(); shader_terrain_uTexGarbage(0); @@ -51,6 +51,7 @@ static void render_terrain(m4x4f projection) m4x3_identity( identity_matrix ); shader_terrain_uPv( projection ); shader_terrain_uMdl( identity_matrix ); + shader_terrain_uCamera( camera ); } static void render_sky(m4x3f camera) @@ -70,6 +71,9 @@ static void render_sky(m4x3f camera) shader_sky_use(); shader_sky_uMdl(identity_matrix); shader_sky_uPv(full); + shader_sky_uTexGarbage(0); + shader_sky_uTime( vg_time ); + vg_tex2d_bind( &tex_terrain_noise, 0 ); glDepthMask(GL_FALSE); glDisable(GL_DEPTH_TEST); diff --git a/water.h b/water.h index 957f202..297240b 100644 --- a/water.h +++ b/water.h @@ -7,6 +7,7 @@ #include "model.h" #include "render.h" #include "shaders/water.h" +#include "scene.h" vg_tex2d tex_water_surf = { .path = "textures/water_surf.qoi" }; @@ -15,6 +16,10 @@ static struct GLuint fb, rgb, rb; glmesh mdl; + GLuint depthmap; + boxf depthbounds; + int depth_computed; + float height; } wrender; @@ -29,6 +34,68 @@ static void water_init(void) create_renderbuffer_std( &wrender.fb, &wrender.rgb, &wrender.rb ); } +static int ray_world( v3f pos, v3f dir, ray_hit *hit ); + +#ifndef VG_RELEASE +__attribute__((minsize)) +#endif +static void water_compute_depth( boxf bounds ) +{ +#ifdef VG_RELEASE + int const kres = 512; +#else + int const kres = 64; +#endif + + vg_info( "Computing depth map\n" ); + u8 *img = malloc( kres*kres ); + + v3f volume; + v3_sub( bounds[1], bounds[0], volume ); + box_copy( bounds, wrender.depthbounds ); + + for( int y=0; ytri[i] ].co, tri[i] ); +} + +__attribute__((always_inline)) static int ray_world( v3f pos, v3f dir, ray_hit *hit ) { return bvh_raycast( &world.geo, pos, dir, hit ); @@ -48,7 +55,7 @@ static int ray_hit_is_ramp( ray_hit *hit ) return hit->tri[0] < world.sm_road.vertex_count; } -static void world_init_default(void) +static void world_load(void) { /* Setup scene */ scene_init( &world.geo ); @@ -99,8 +106,8 @@ static void world_init_default(void) free( mworld ); scene_upload( &world.geo ); bvh_create( &world.geo ); - - + + water_compute_depth( world.geo.bbx ); scene_init( &world.foliage ); model *mfoliage = vg_asset_read("models/rs_foliage.mdl"); @@ -111,6 +118,9 @@ static void world_init_default(void) m4x3f transform; + submodel *sm_blob = submodel_get( mfoliage, "blob" ), + *sm_tree = submodel_get( mfoliage, "tree" ); + for( int i=0;i<100000;i++ ) { v3f pos; @@ -122,7 +132,8 @@ static void world_init_default(void) if( ray_world( pos, (v3f){0.0f,-1.0f,0.0f}, &hit )) { - if( hit.normal[1] > 0.8f && !ray_hit_is_ramp(&hit) ) + if( hit.normal[1] > 0.8f && !ray_hit_is_ramp(&hit) && + hit.pos[1] > wrender.height ) { v4f qsurface, qrandom; v3f axis; @@ -136,9 +147,14 @@ static void world_init_default(void) q_m3x3( qsurface, transform ); v3_copy( hit.pos, transform[3] ); - - scene_add_foliage( &world.foliage, mfoliage, - model_get_submodel( mfoliage, 0 ), transform ); + + if( vg_randf() < 0.00000006f ) + { + m3x3_identity( transform ); + scene_add_foliage( &world.foliage, mfoliage, sm_tree, transform ); + } + else + scene_add_foliage( &world.foliage, mfoliage, sm_blob, transform ); } } } -- 2.25.1