#include "vg/vg_mem.h"
#include "ent_npc.h"
#include "shaders/model_character_view.h"
+#include "input.h"
+#include "player.h"
+#include "gui.h"
-struct npc npc_gumpa;
+struct npc npc_gumpa, npc_slowmo, npc_volc_flight;
static struct skeleton_anim *gumpa_idle;
+static struct skeleton_anim *slowmo_momentum, *slowmo_slide, *slowmo_rewind,
+ *anim_tutorial_cam;
+static float slowmo_opacity = 0.0f;
+static f64 volc_start_preview = 0.0;
void npc_load_model( struct npc *npc, const char *path )
{
u32 mtx_size = sizeof(m4x3f)*sk->bone_count;
npc->final_mtx = vg_linear_alloc( vg_mem.rtmemory, mtx_size );
- if( !mdl_arrcount( &meta->textures ) )
- vg_fatal_error( "No texture in model" );
+ if( mdl_arrcount( &meta->textures ) )
+ {
+ mdl_texture *tex0 = mdl_arritm( &meta->textures, 0 );
+ void *data = vg_linear_alloc( vg_mem.scratch, tex0->file.pack_size );
+ mdl_fread_pack_file( meta, &tex0->file, data );
- mdl_texture *tex0 = mdl_arritm( &meta->textures, 0 );
- void *data = vg_linear_alloc( vg_mem.scratch, tex0->file.pack_size );
- mdl_fread_pack_file( meta, &tex0->file, data );
-
- vg_tex2d_load_qoi_async( data, tex0->file.pack_size,
- VG_TEX2D_NEAREST|VG_TEX2D_CLAMP,
- &npc->texture );
+ vg_tex2d_load_qoi_async( data, tex0->file.pack_size,
+ VG_TEX2D_NEAREST|VG_TEX2D_CLAMP,
+ &npc->texture );
+ }
+ else
+ {
+ npc->texture = vg.tex_missing;
+ }
mdl_async_load_glmesh( meta, &npc->mesh, NULL );
mdl_close( meta );
{
npc_load_model( &npc_gumpa, "models/gumpa.mdl" );
gumpa_idle = skeleton_get_anim( &npc_gumpa.skeleton, "gumpa_idle" );
+
+ npc_load_model( &npc_slowmo, "models/slowmos.mdl" );
+ slowmo_momentum =
+ skeleton_get_anim( &npc_slowmo.skeleton, "slowmo_momentum" );
+ slowmo_slide = skeleton_get_anim( &npc_slowmo.skeleton, "slowmo_slide" );
+ slowmo_rewind = skeleton_get_anim( &npc_slowmo.skeleton, "slowmo_rewind" );
+
+ npc_load_model( &npc_volc_flight, "models/volc_flight.mdl" );
+ anim_tutorial_cam =
+ skeleton_get_anim( &npc_volc_flight.skeleton, "tutorial" );
}
static struct npc *npc_resolve( u32 id )
{
if( id == 1 ) return &npc_gumpa;
+ else if( id == 2 ) return &npc_slowmo;
+ else if( id == 3 ) return &npc_volc_flight;
else return NULL;
}
+static void npc_slowmo_call( ent_npc *npc, ent_call *call )
+{
+ if( call->function == 0 )
+ {
+ gui_helper_clear();
+ vg_str text;
+
+ if( npc->context == 2 )
+ {
+ if( gui_new_helper( input_axis_list[k_sraxis_grab], &text ))
+ vg_strcat( &text, "Crouch (store energy)" );
+ if( gui_new_helper( input_joy_list[k_srjoystick_steer], &text ))
+ vg_strcat( &text, "Slide" );
+ }
+ else if( npc->context == 1 )
+ {
+ if( gui_new_helper( input_axis_list[k_sraxis_grab], &text ))
+ vg_strcat( &text, "Crouch (store energy)" );
+ }
+ else if( npc->context == 3 )
+ {
+ if( gui_new_helper( input_button_list[k_srbind_reset], &text ))
+ vg_strcat( &text, "Rewind time" );
+ if( gui_new_helper( input_button_list[k_srbind_replay_resume], &text ))
+ vg_strcat( &text, "Resume" );
+ }
+ }
+ else if( call->function == -1 )
+ {
+ world_entity_clear_focus();
+ gui_helper_clear();
+ }
+}
+
+void ent_npc_call( world_instance *world, ent_call *call )
+{
+ u32 index = mdl_entity_id_id( call->id );
+ ent_npc *npc = mdl_arritm( &world->ent_npc, index );
+
+ if( npc->id == 2 )
+ {
+ npc_slowmo_call( npc, call );
+ }
+ else if( npc->id == 3 )
+ {
+ if( call->function == 0 )
+ {
+ world_entity_set_focus( call->id );
+ gui_helper_clear();
+ vg_str text;
+ if( gui_new_helper( input_button_list[k_srbind_maccept], &text ))
+ vg_strcat( &text, "Preview course" );
+ }
+ else if( call->function == -1 )
+ {
+ world_entity_clear_focus();
+ gui_helper_clear();
+ }
+ }
+ else
+ {
+ if( call->function == 0 )
+ {
+ world_entity_set_focus( call->id );
+ gui_helper_clear();
+ vg_str text;
+ if( gui_new_helper( input_button_list[k_srbind_maccept], &text ))
+ vg_strcat( &text, "Talk to ???" );
+ }
+ else if( call->function == -1 )
+ {
+ world_entity_clear_focus();
+ gui_helper_clear();
+ }
+ else
+ {
+ vg_print_backtrace();
+ vg_error( "Unhandled function id: %i\n", call->function );
+ }
+ }
+}
+
+void ent_npc_preupdate( ent_npc *ent, int active )
+{
+ world_instance *world = world_current_instance();
+
+ if( !active )
+ {
+ if( button_down(k_srbind_maccept) )
+ {
+ world_entity_focus_modal();
+ gui_helper_clear();
+ vg_str text;
+ if( gui_new_helper( input_button_list[k_srbind_mback], &text ))
+ vg_strcat( &text, "leave" );
+
+ volc_start_preview = vg.time;
+ }
+
+ return;
+ }
+
+ if( ent->id == 3 )
+ {
+ player_pose pose;
+ struct skeleton *sk = &npc_volc_flight.skeleton;
+
+ f64 t = (vg.time - volc_start_preview) * 0.5;
+ skeleton_sample_anim_clamped( sk, anim_tutorial_cam, t, pose.keyframes );
+
+ ent_camera *cam = mdl_arritm( &world->ent_camera,
+ mdl_entity_id_id(ent->camera) );
+ v3_copy( pose.keyframes[0].co, cam->transform.co );
+
+ v4f qp;
+ q_axis_angle( qp, (v3f){1,0,0}, VG_TAUf*0.25f );
+ q_mul( pose.keyframes[0].q, qp, cam->transform.q );
+ q_normalize( cam->transform.q );
+
+ v3_add( ent->transform.co, cam->transform.co, cam->transform.co );
+ }
+
+ world_entity_focus_camera( world, ent->camera );
+
+ if( button_down( k_srbind_mback ) )
+ {
+ world_entity_exit_modal();
+ world_entity_clear_focus();
+ gui_helper_clear();
+ }
+}
+
void npc_update( ent_npc *ent )
{
+ if( ent->id == 3 ) return;
+
struct npc *npc_def = npc_resolve( ent->id );
VG_ASSERT( npc_def );
pose.type = k_player_pose_type_ik;
pose.board.lean = 0.0f;
- skeleton_sample_anim( sk, gumpa_idle, vg.time, pose.keyframes );
+ if( ent->id == 1 )
+ {
+ skeleton_sample_anim( sk, gumpa_idle, vg.time, pose.keyframes );
+ }
+ else if( ent->id == 2 )
+ {
+ struct skeleton_anim *anim = NULL;
+ if( ent->context == 1 ) anim = slowmo_momentum;
+ else if( ent->context == 2 ) anim = slowmo_slide;
+ else if( ent->context == 3 ) anim = slowmo_rewind;
+
+ VG_ASSERT( anim );
+
+ f32 t = vg.time*0.5f,
+ animtime = fmodf( t*anim->rate, anim->length ),
+ lt = animtime / (f32)anim->length;
+ skeleton_sample_anim( sk, anim, t, pose.keyframes );
+ slowmo_opacity = vg_clampf(fabsf(lt-0.5f)*9.0f-3.0f,0,1);
+ }
v3_copy( ent->transform.co, pose.root_co );
v4_copy( ent->transform.q, pose.root_q );
void npc_render( ent_npc *ent, world_instance *world, vg_camera *cam )
{
+ if( ent->id == 3 ) return;
+
struct npc *npc_def = npc_resolve( ent->id );
VG_ASSERT( npc_def );
shader_model_character_view_uTexMain( 0 );
shader_model_character_view_uCamera( cam->transform[3] );
shader_model_character_view_uPv( cam->mtx.pv );
- shader_model_character_view_uDepthCompare( 0 );
+
+ if( ent->id == 2 )
+ {
+ shader_model_character_view_uDepthMode( 2 );
+ shader_model_character_view_uDitherCutoff( slowmo_opacity );
+ }
+ else
+ {
+ shader_model_character_view_uDepthMode( 0 );
+ }
WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_character_view );