the never ending refactor
[carveJwlIkooP6JGAAIwe30JlM.git] / player.c
1 #ifndef PLAYER_C
2 #define PLAYER_C
3
4 #include "player.h"
5 #include "camera.h"
6 #include "player_model.h"
7
8 PLAYER_API
9 void player__debugtext( int size, const char *fmt, ... )
10 {
11 char buffer[ 1024 ];
12
13 va_list args;
14 va_start( args, fmt );
15 vsnprintf( buffer, 1024, fmt, args );
16 va_end( args );
17
18 ui_text( vg_uictx.cursor, buffer, size, k_text_align_right );
19 vg_uictx.cursor[1] += 14*size;
20 }
21
22 /*
23 * Init
24 */
25 PLAYER_API
26 void player__create( player_instance *inst )
27 {
28 static int only_once = 0;
29 assert( only_once == 0 );
30 only_once ++;
31
32 inst->input_js1h = vg_create_named_input( "steer-h", k_input_type_axis );
33 inst->input_js1v = vg_create_named_input( "steer-v", k_input_type_axis );
34 inst->input_grab = vg_create_named_input( "grab", k_input_type_axis_norm);
35 inst->input_js2h = vg_create_named_input( "grab-h", k_input_type_axis );
36 inst->input_js2v = vg_create_named_input( "grab-v", k_input_type_axis );
37 inst->input_jump = vg_create_named_input( "jump", k_input_type_button );
38 inst->input_push = vg_create_named_input( "push", k_input_type_button );
39 inst->input_walk = vg_create_named_input( "walk", k_input_type_button );
40 inst->input_walkh= vg_create_named_input( "walk-h", k_input_type_axis );
41 inst->input_walkv= vg_create_named_input( "walk-v", k_input_type_axis );
42 inst->input_use = vg_create_named_input( "use", k_input_type_button );
43 inst->input_reset= vg_create_named_input( "reset", k_input_type_button );
44 inst->input_camera=vg_create_named_input( "camera", k_input_type_button );
45
46 const char *default_cfg[] =
47 {
48 "bind steer-h gp-ls-h",
49 "bind -steer-h a",
50 "bind +steer-h d",
51
52 "bind steer-v gp-ls-v",
53 "bind -steer-v w",
54 "bind +steer-v s",
55
56 "bind grab gp-rt",
57 "bind +grab shift",
58 "bind grab-h gp-rs-h",
59 "bind grab-v gp-rs-v",
60
61 "bind jump space",
62 "bind jump gp-a",
63
64 "bind push gp-b",
65 "bind push w",
66
67 "bind walk shift",
68 "bind walk gp-ls",
69
70 "bind walk-h gp-ls-h",
71 "bind walk-v -gp-ls-v",
72 "bind +walk-h d",
73 "bind -walk-h a",
74 "bind +walk-v w",
75 "bind -walk-v s",
76
77 "bind reset gp-lb",
78 "bind reset r",
79
80 "bind use gp-y",
81 "bind use e",
82 "bind camera c"
83 };
84
85 for( int i=0; i<vg_list_size(default_cfg); i++ )
86 vg_execute_console_input(default_cfg[i]);
87
88 v3_zero( inst->rb.co );
89 v3_zero( inst->rb.w );
90 v3_zero( inst->rb.v );
91 q_identity( inst->rb.q );
92 m4x3_identity( inst->rb.to_world );
93 m4x3_identity( inst->rb.to_local );
94 }
95
96 /*
97 * Appearence
98 */
99 PLAYER_API
100 void player__use_avatar( player_instance *player, struct player_avatar *av )
101 {
102 player->playeravatar = av;
103 player_setup_ragdoll_from_avatar( &player->ragdoll, av );
104 }
105
106 PLAYER_API
107 void player__use_mesh( player_instance *player, glmesh *mesh )
108 {
109 player->playermesh = mesh;
110 }
111
112 PLAYER_API
113 void player__use_texture( player_instance *player, vg_tex2d *tex )
114 {
115 player->playertex = tex;
116 }
117
118 PLAYER_API
119 void player__bind( player_instance *player )
120 {
121 player__skate_bind( player );
122 player__walk_bind( player );
123 }
124
125 /*
126 * Gameloop events
127 * ----------------------------------------------------------------------------
128 */
129 PLAYER_API
130 void player__pre_update( player_instance *player )
131 {
132 if( vg_input_button_down( player->input_camera ) )
133 {
134 if( player->camera_mode == k_cam_firstperson )
135 player->camera_mode = k_cam_thirdperson;
136 else
137 player->camera_mode = k_cam_firstperson;
138 }
139
140 if( _player_pre_update[ player->subsystem ] )
141 _player_pre_update[ player->subsystem ]( player );
142 }
143
144 PLAYER_API
145 void player__update( player_instance *player )
146 {
147 if( _player_update[ player->subsystem ] )
148 _player_update[ player->subsystem ]( player );
149 }
150
151 PLAYER_API
152 void player__post_update( player_instance *player )
153 {
154 if( _player_post_update[ player->subsystem ] )
155 _player_post_update[ player->subsystem ]( player );
156 }
157
158 VG_STATIC void player_apply_transport_to_cam( m4x3f transport )
159 {
160 /* FIXME: Applies to main_camera directly! */
161
162 /* Pre-emptively edit the camera matrices so that the motion vectors
163 * are correct */
164 m4x3f transport_i;
165 m4x4f transport_4;
166 m4x3_invert_affine( transport, transport_i );
167 m4x3_expand( transport_i, transport_4 );
168 m4x4_mul( main_camera.mtx.pv, transport_4, main_camera.mtx.pv );
169 m4x4_mul( main_camera.mtx.v, transport_4, main_camera.mtx.v );
170 }
171
172 /*
173 * Applies gate transport to a player_interface
174 */
175 PLAYER_API
176 void player__pass_gate( player_instance *player, teleport_gate *gate )
177 {
178 player->gate_waiting = gate;
179
180 /* TODO: Add back other logic thats normally here */
181 }
182
183 VG_STATIC void player_camera_portal_correction( player_instance *player )
184 {
185 if( player->gate_waiting )
186 {
187 /* construct plane equation for reciever gate */
188 v4f plane;
189 v3_copy( player->gate_waiting->recv_to_world[2], plane );
190 plane[3] = v3_dot( plane, player->gate_waiting->recv_to_world[3] );
191
192 /* check camera polarity */
193 if( v3_dot( player->cam.pos, plane ) < plane[3] )
194 {
195 vg_success( "Plane cleared\n" );
196 player_apply_transport_to_cam( player->gate_waiting->transport );
197 player->gate_waiting = NULL;
198 }
199 else
200 {
201 /* de-transform camera and player back */
202 m4x3f inverse;
203 m4x3_invert_affine( player->gate_waiting->transport, inverse );
204 m4x3_mulv( inverse, player->cam.pos, player->cam.pos );
205
206 /* TODO: Find robust method for this */
207 v3f fwd_dir = { cosf(player->cam.angles[0]),
208 0.0f,
209 sinf(player->cam.angles[0])};
210 m3x3_mulv( inverse, fwd_dir, fwd_dir );
211 player->cam.angles[0] = atan2f( fwd_dir[2], fwd_dir[0] );
212
213 struct skeleton *sk = &player->playeravatar->sk;
214 skeleton_apply_transform( sk, inverse );
215 }
216 }
217 }
218
219 VG_STATIC void player__pre_render( player_instance *player )
220 {
221 if( _player_animate[ player->subsystem ] )
222 {
223 player_animation res;
224 _player_animate[ player->subsystem ]( player, &res );
225
226 /* TODO: eventually, blending code goes here */
227
228 m4x3f transform;
229 q_m3x3( res.root_q, transform );
230 v3_copy( res.root_co, transform[3] );
231
232 struct skeleton *sk = &player->playeravatar->sk;
233
234 skeleton_apply_pose( sk, res.pose, k_anim_apply_defer_ik );
235 skeleton_apply_ik_pass( sk );
236 skeleton_apply_pose( sk, res.pose, k_anim_apply_deffered_only );
237 skeleton_apply_inverses( sk );
238 skeleton_apply_transform( sk, transform );
239 skeleton_debug( sk );
240 }
241
242 if( _player_post_animate[ player->subsystem ] )
243 _player_post_animate[ player->subsystem ]( player );
244
245 /* TODO: eventually, blending code goes here */
246
247 float camera_blend_target = 1.0f;
248 if( player->camera_mode == k_cam_firstperson )
249 camera_blend_target = 0.0f;
250
251 player->camera_type_blend = vg_lerpf( player->camera_type_blend,
252 camera_blend_target,
253 5.0f * vg.frame_delta );
254
255 float t = player->camera_type_blend;
256 camera_lerp_angles( player->cam1.angles, player->cam3.angles,
257 t, player->cam.angles );
258 v3_lerp( player->cam1.co, player->cam3.co, t, player->cam.pos );
259 player->cam.fov = vg_lerpf( 118.0f, 90.0f, t );
260
261 player_camera_portal_correction( player );
262 }
263
264 PLAYER_API void player__render( camera *cam, player_instance *player )
265 {
266 shader_viewchar_use();
267 vg_tex2d_bind( player->playertex, 0 );
268 shader_viewchar_uTexMain( 0 );
269 shader_viewchar_uCamera( cam->transform[3] );
270 shader_viewchar_uPv( cam->mtx.pv );
271 shader_link_standard_ub( _shader_viewchar.id, 2 );
272 glUniformMatrix4x3fv( _uniform_viewchar_uTransforms,
273 player->playeravatar->sk.bone_count,
274 0,
275 (float *)player->playeravatar->sk.final_mtx );
276
277 mesh_bind( player->playermesh );
278 mesh_draw( player->playermesh );
279 }
280
281 PLAYER_API void player__im_gui( player_instance *player )
282 {
283 vg_uictx.cursor[0] = vg.window_x - 200;
284 vg_uictx.cursor[1] = 0;
285 vg_uictx.cursor[2] = 200;
286 vg_uictx.cursor[3] = 200;
287
288 struct ui_vert *b = ui_fill_rect( vg_uictx.cursor, 0x70000000 );
289
290 vg_uictx.cursor[0] = vg.window_x;
291
292 if( _player_im_gui[ player->subsystem ] )
293 _player_im_gui[ player->subsystem ]( player );
294
295 b[2].co[1] = vg_uictx.cursor[1];
296 b[3].co[1] = vg_uictx.cursor[1];
297 }
298
299 PLAYER_API void player__spawn( player_instance *player,
300 struct respawn_point *rp )
301 {
302 v3_copy( rp->co, player->rb.co );
303 v3_zero( player->rb.v );
304 v3_zero( player->rb.w );
305 q_identity( player->rb.q );
306 rb_update_transform( &player->rb );
307
308 if( _player_reset[ player->subsystem ] )
309 _player_reset[ player->subsystem ]( player, rp );
310 }
311
312
313 PLAYER_API void player__kill( player_instance *player )
314 {
315
316 }
317
318 #endif /* PLAYER_C */