glider stuff
[carveJwlIkooP6JGAAIwe30JlM.git] / player_glide.c
index c8c38587b725f86c85b35959df3f7bdd737ee197..2343ad17de10406d14b262ed60f339e85cada7b9 100644 (file)
@@ -6,6 +6,7 @@
 
 #include "vg/vg_rigidbody.h"
 #include "scene_rigidbody.h"
+#include "shaders/model_entity.h"
 
 static f32 k_glide_steer = 2.0f,
            k_glide_cl = 0.04f,
@@ -19,6 +20,23 @@ static f32 k_glide_steer = 2.0f,
 static i32 k_glide_pause = 0;
 
 static void player_glide_pre_update(void){
+   if( button_down(k_srbind_use) ){
+      localplayer.subsystem = k_player_subsystem_skate;
+
+      player_skate.state.activity = k_skate_activity_air;
+      player_skate.state.activity_prev = k_skate_activity_air;
+
+      q_mulv( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f}, player_skate.state.cog );
+      v3_add( player_skate.state.cog, localplayer.rb.co, player_skate.state.cog );
+      v3_copy( localplayer.rb.v, player_skate.state.cog_v );
+
+      player__begin_holdout( (v3f){0.0f,0.0f,0.0f} );
+      player__skate_reset_animator();
+      player__skate_clear_mechanics();
+      v3_copy( (v3f){0.0f,0.0f,0.0f}, player_skate.state.trick_euler );
+
+      player__approximate_best_trajectory();
+   }
 }
 
 static void massless_accel( rigidbody *rb, v3f delta, v3f impulse ){
@@ -192,7 +210,7 @@ static void player_glide_pose( void *_animator, player_pose *pose ){
    struct skeleton *sk = &localplayer.skeleton;
    struct player_glide_animator *animator = _animator;
 
-   skeleton_sample_anim( sk, player_glide.anim_temp, 0.0f, pose->keyframes );
+   skeleton_sample_anim( sk, player_glide.anim_glide, 0.0f, pose->keyframes );
 
    v3_copy( animator->root_co, pose->root_co );
    v4_copy( animator->root_q, pose->root_q );
@@ -207,6 +225,8 @@ static void player_glide_post_animate(void){
    v3f fwd;
    v3_muls( localplayer.rb.to_world[2], -1.0f, fwd );
    v3_angles( fwd, localplayer.angles );
+
+   localplayer.cam_dist = 2.0f + v3_length( localplayer.rb.v )*0.2f;
 }
 
 static void player_glide_im_gui(void){
@@ -226,8 +246,6 @@ static void player_glide_im_gui(void){
 }
 
 static void player_glide_bind(void){
-   struct skeleton *sk = &localplayer.skeleton;
-   player_glide.anim_temp = skeleton_get_anim( sk, "idle_cycle+y" );
 
    u32 mask = VG_VAR_CHEAT|VG_VAR_PERSISTENT;
    VG_VAR_F32( k_glide_steer, flags=mask );
@@ -291,6 +309,99 @@ static void player_glide_bind(void){
    /* set inverses */
    m3x3_inv( I, player_glide.rb.iI );
    player_glide.rb.inv_mass = 1.0f / mass;
+
+   /* resources */
+   struct skeleton *sk = &localplayer.skeleton;
+   player_glide.anim_glide = skeleton_get_anim( sk, "glide_pose" );
+
+
+   void *alloc = vg_mem.rtmemory;
+   mdl_context *mdl = &player_glide.glider;
+
+   mdl_open( mdl, "models/glider.mdl", alloc );
+   mdl_load_metadata_block( mdl, alloc );
+
+   vg_linear_clear( vg_mem.scratch );
+
+   u32 count = mdl_arrcount( &mdl->textures );
+   player_glide.glider_textures = 
+      vg_linear_alloc(alloc,vg_align8(sizeof(GLuint)*(count+1)));
+   player_glide.glider_textures[0] = vg.tex_missing;
+
+   mdl_async_load_glmesh( mdl, &player_glide.glider_mesh, NULL );
+
+   for( u32 i=0; i<count; i ++ ){
+      vg_linear_clear( vg_mem.scratch );
+      player_glide.glider_textures[i+1] = vg.tex_missing;
+
+      mdl_texture *tex = mdl_arritm( &mdl->textures, i );
+      void *data = vg_linear_alloc( vg_mem.scratch, tex->file.pack_size );
+      mdl_fread_pack_file( mdl, &tex->file, data );
+      vg_tex2d_load_qoi_async( data, tex->file.pack_size, 
+                               VG_TEX2D_LINEAR|VG_TEX2D_CLAMP,
+                               &player_glide.glider_textures[i+1] );
+   }
+
+   mdl_close( mdl );
+}
+
+static void player_glide_transition(void){
+   localplayer.subsystem = k_player_subsystem_glide;
+   localplayer.have_glider = 0;
+
+   v3_copy( localplayer.rb.co, player_glide.rb.co );
+   v4_copy( localplayer.rb.q,  player_glide.rb.q );
+   v3_copy( localplayer.rb.v,  player_glide.rb.v );
+   v3_copy( localplayer.rb.w,  player_glide.rb.w );
+   rb_update_matrices( &player_glide.rb );
+
+   player__begin_holdout( (v3f){0,0,0} );
+}
+
+static void player_glide_render( camera *cam, world_instance *world,
+                                 player_pose *pose ){
+   shader_model_entity_use();
+   shader_model_entity_uTexMain( 0 );
+   shader_model_entity_uCamera( cam->transform[3] );
+   shader_model_entity_uPv( cam->mtx.pv );
+   
+   WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_entity );
+
+   m4x3f mmdl;
+   q_m3x3( pose->root_q, mmdl );
+   v3_copy( pose->root_co, mmdl[3] );
+
+   u32 current_tex = 0xffffffff;
+   glActiveTexture( GL_TEXTURE0 );
+
+   mdl_context *mdl = &player_glide.glider;
+   mesh_bind( &player_glide.glider_mesh );
+
+   for( u32 i=0; i<mdl_arrcount(&mdl->meshs); i ++ ){
+      mdl_mesh *mesh = mdl_arritm( &mdl->meshs, i );
+
+      m4x3f mmmdl;
+      mdl_transform_m4x3( &mesh->transform, mmmdl );
+      m4x3_mul( mmdl, mmmdl, mmmdl );
+      shader_model_entity_uMdl( mmmdl );
+
+      for( u32 j=0; j<mesh->submesh_count; j ++ ){
+         mdl_submesh *sm = mdl_arritm( &mdl->submeshs, mesh->submesh_start+j );
+         if( !sm->material_id ) {
+            vg_error( "Invalid material ID 0\n" );
+            continue;
+         }
+
+         mdl_material *mat = mdl_arritm( &mdl->materials, sm->material_id-1 );
+         if( mat->tex_diffuse != current_tex ){
+            glBindTexture( GL_TEXTURE_2D, 
+                  player_glide.glider_textures[ mat->tex_diffuse ] );
+            current_tex = mat->tex_diffuse;
+         }
+
+         mdl_draw_submesh( sm );
+      }
+   }
 }
 
 #endif /* PLAYER_GLIDE_C */