"uniform mat4 uPv;"
"uniform mat4x3 uMdl;"
- "uniform vec3 uOpacityLight;"
+ "uniform float uOpacity;"
""
"out vec4 aColour;"
"out vec2 aUv;"
"aUv = a_uv;"
"aNorm = mat3(uMdl) * a_norm;"
"aCo = a_co;"
- "aOpacity = 1.0-(gl_Position.y+0.5);"
+ "aOpacity = 1.0-(gl_Position.y+0.5)*uOpacity;"
"}",
/* Fragment */
"out vec4 FragColor;"
"FragColor = vec4(pow(diffuse,vec3(1.0)),aOpacity);"
"}"
,
- UNIFORMS({ "uTexMain", "uPv", "uMdl", "uOpacityLight" })
+ UNIFORMS({ "uTexMain", "uPv", "uMdl", "uOpacity" })
)
#define FOREACH_PART(FN) \
#define B3D_CO( X, Y, Z ) (v3f){ X, Z, -Y }
-struct character_rig_lower
+typedef struct character_pose character_pose;
+struct character_pose
{
v3f b0, b1, p, fr, fl, pl, pr, hl, hr, apl, apr, cam;
};
-static struct character_rig_lower character_pose_aero =
+static character_pose pose_aero =
{
.b0 = {0.0721f, 0.8167f, 0.1365f},
.b1 = {-0.0773f, 1.1559f, -0.1699f},
.cam = {-0.3394f, 1.2661f, 0.2936f}
};
-static struct character_rig_lower character_pose_slide =
+static character_pose pose_slide =
{
.b0 = {0.6732f, 0.5565f, -0.0000f},
.b1 = {0.8116f, 1.0547f, 0.0613f},
.cam = {0.9888f, 1.4037f, 0.6081f}
};
-static struct character_rig_lower character_pose_slide1 =
+static character_pose pose_slide1 =
{
.b0 = {-0.2385f, 0.6403f, 0.1368f},
.b1 = {-0.5151f, 1.1351f, 0.1380f},
.cam = {-1.0508f, 1.0769f, 0.0528f}
};
-static struct character_rig_lower character_pose_aero_reverse =
+static character_pose pose_aero_reverse =
{
.b0 = {0.0616f, 0.8167f, -0.1415f},
.b1 = {0.0148f, 1.1559f, 0.1861f},
.cam = {-0.3394f, 1.2661f, -0.2936f}
};
-static struct character_rig_lower character_pose_stand =
+static character_pose pose_stand =
{
.b0 = {0.1877f, 1.0663f, 0.0063f},
.b1 = {0.0499f, 1.5564f, -0.0584f},
.cam = {-0.3477f, 1.5884f, -0.0019f}
};
-static struct character_rig_lower character_pose_fly =
+static character_pose pose_fly =
{
.b0 = {0.2995f, 0.6819f, -0.1369f},
.b1 = {0.1618f, 1.1720f, -0.2016f},
.cam = {-0.2727f, 1.2606f, 0.3564f}
};
-static void character_rig_lower_blend( struct character *ch,
- struct character_rig_lower *pose, float q )
+static
+void character_pose_blend( struct character *ch, character_pose *pose, float q )
{
v3_muladds( ch->ik_body.base, pose->b0, q, ch->ik_body.base );
v3_muladds( ch->ik_body.end, pose->b1, q, ch->ik_body.end );
v3_muladds( ch->cam_pos, pose->cam, q, ch->cam_pos );
}
-static void character_pose_with_tilt( struct character *ch, v3f cog,
- struct character_rig_lower *pose, float q )
+static
+void character_final_pose( struct character *ch, v3f cog,
+ character_pose *pose, float q )
{
- struct character_rig_lower npose;
+ character_pose npose;
float dip = vg_clampf(cog[1], -1.0f, 0.3f) * 0.35f,
tilt = vg_clampf(cog[2], -1.0f, 1.0f) * 0.3f;
v3_copy( pose->fl, npose.fl );
v3_copy( pose->cam, npose.cam );
- character_rig_lower_blend( ch, &npose, q );
+ character_pose_blend( ch, &npose, q );
}
static void zero_ik_basic( struct ik_basic *ik )
m4x3_identity( ch->matrices[k_chpart_wf] );
}
-static void character_draw( struct character *ch )
+static void character_draw( struct character *ch, float temp )
{
SHADER_USE(shader_player);
glUniformMatrix4fv( SHADER_UNIFORM( shader_player, "uPv" ),
1, GL_FALSE, (float *)vg_pv );
glUniform1i( SHADER_UNIFORM( shader_player, "uTexMain" ), 0 );
- glUniform3fv( SHADER_UNIFORM( shader_player, "uOpacityLight" ), 1,
- ch->matrices[k_chpart_neck][3] );
+ glUniform1f( SHADER_UNIFORM( shader_player, "uOpacity" ), temp );
GLint kuMdl = SHADER_UNIFORM( shader_player, "uMdl" );
SHADER_INIT(shader_player);
}
-#undef FOREACH_PART
-#undef MAKE_ENUM
-#undef MAKE_STRING
-#undef ADD_ONE
#endif
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"
#include "scene.h"
#include "ik.h"
#include "character.h"
+#include "terrain.h"
int main( int argc, char *argv[] )
{
struct character mdl;
- /* Opengl */
-#if 0
- glmesh mesh;
- submodel legl,
- legu,
- board,
- torso,
- wheels,
- foot,
-
- /* NEW MODEL */
- leg_r0, leg_r1, foot_r,
- leg_l0, leg_l1, foot_l,
- arm_r0, arm_r1, hand_r,
- arm_l0, arm_l1, hand_l,
- body, head;
-
- /* Rendering */
- m4x3f mleg_l, mknee_l, mleg_r, mknee_r, mboard;
- m4x3f marm_l, melbow_l, marm_r, melbow_r, mbutt,
- mfoot_l, mfoot_r;
-#endif
-
v3f handl_target, handr_target,
handl, handr;
}
static struct gworld
{
- glmesh skydome;
- glmesh cement;
-
- scene foliage, /* Tree shader */
- geo, /* Std shader, collisions */
- detail; /* Std shader, no collisions */
-
+ scene geo;
submodel terrain,
terrain_rocks,
terrain_road;
return 0;
}
+static int playermodel( int argc, char const *argv[] )
+{
+ if( argc < 1 ) return 0;
+
+ glmesh old_mesh = player.mdl.mesh;
+
+ if( character_load( &player.mdl, argv[0] ) )
+ mesh_free( &old_mesh );
+
+ return 1;
+}
+
void vg_register(void)
{
scene_register();
void vg_start(void)
{
+ replay_buffer = malloc( sizeof(m4x3f) * REPLAY_LENGTH * (PART_COUNT) );
+
vg_tex2d_init( texture_list, vg_list_size( texture_list ) );
+ 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,
character_load( &player.mdl, "ch_default" );
- /* temp */
- model *cement_model = vg_asset_read("models/cement_r1.mdl" );
- model_unpack( cement_model, &world.cement );
- free( cement_model );
-
/* Setup scene */
scene_init( &world.geo );
- scene_init( &world.detail );
- scene_init( &world.foliage );
-
- model *mworld = vg_asset_read( "models/free_dev.mdl" );
- model *mtest = vg_asset_read( "models/test.mdl" );
-
- model *msky = vg_asset_read( "models/skydome.mdl" );
- model_unpack( msky, &world.skydome );
- free( msky );
-
- scene_add_model( &world.geo, mworld, submodel_get( mworld, "terrain" ),
- (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
- scene_copy_slice( &world.geo, &world.terrain );
-
- scene_add_model( &world.geo, mworld, submodel_get( mworld, "terrain_rocks" ),
- (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
- scene_copy_slice( &world.geo, &world.terrain_rocks );
-
- submodel *ptree = submodel_get( mtest, "tree" ),
- *pt_groundcover[] =
- {
- submodel_get( mtest, "bush" ),
- submodel_get( mtest, "bush" ),
- submodel_get( mtest, "blubber" ),
- };
-
- /* Sprinkle some trees in the terrain areas */
- v3f range;
- v3_sub( world.geo.bbx[1], world.geo.bbx[0], range );
-
-#ifdef VG_RELEASE
- int const ktree_count = 8000,
- kfoliage_count = 200000;
-#else
- int const ktree_count = 200,
- kfoliage_count = 0;
-#endif
-
- for( int i=0; i<ktree_count; i++ )
- {
- v3f pos = { vg_randf(), 0.0f, vg_randf() },
- norm;
-
- v3_muladd( world.geo.bbx[0], pos, range, pos );
-
- if( sample_scene_height( &world.geo, pos, norm ) )
- {
- if( v3_dot( norm, (v3f){ 0.0f, 1.0f, 0.0f } ) > 0.9f )
- {
- scene_add_model( &world.foliage, mtest, ptree,
- pos, vg_randf() * VG_TAUf, vg_randf() * 0.5f + 0.5f );
- }
- }
- }
-
- for( int i=0; i<kfoliage_count; i++ )
- {
- v3f pos = { vg_randf(), 0.0f, vg_randf() },
- norm;
-
- v3_muladd( world.geo.bbx[0], pos, range, pos );
-
- if( sample_scene_height( &world.geo, pos, norm ) )
- {
- if( v3_dot( norm, (v3f){ 0.0f, 1.0f, 0.0f } ) > 0.7f )
- {
- scene_add_model( &world.foliage, mtest,
- pt_groundcover[rand()%vg_list_size(pt_groundcover)],
- pos, vg_randf() * VG_TAUf, vg_randf() * 0.5f + 0.5f );
- }
- }
- }
-
- scene_add_model( &world.geo, mworld, submodel_get( mworld, "road" ),
- (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
- scene_copy_slice( &world.geo, &world.terrain_road );
+ model *mworld = vg_asset_read( "models/mp_dev.mdl" );
- scene_add_model( &world.detail, mworld, submodel_get( mworld, "art" ),
+ scene_add_model( &world.geo, mworld, submodel_get( mworld, "mp_dev" ),
(v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
- free( mtest );
free( mworld );
+ scene_upload( &world.geo );
+ bvh_create( &world.geo );
- scene_compute_occlusion( &world.foliage );
- scene_upload( &world.foliage );
- scene_upload( &world.geo );
- scene_upload( &world.detail );
-
reset_player( 0, NULL );
player_transform_update();
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 )
float best_velocity_mod = 0.0f,
best_velocity_delta = -9999.9f;
- v3f targetn;
-
v3f axis, vup;
m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, vup );
v3_cross( vup, player.v, axis );
m3x3_mulv( vr, pv, pv );
v3_muladds( pco, pv, pstep, pco );
-
- vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff );
- v3f sh;
- v3_copy( pco, sh );
- int hit = sample_scene_height( &world.geo, sh, targetn );
+ ray_hit contact;
+ v3f vdir;
+
+ v3_sub( pco, pco1, vdir );
+ contact.dist = v3_length( vdir );
+ v3_divs( vdir, contact.dist, vdir);
- if( sh[1] >= pco[1] && hit )
+ if( bvh_raycast( &world.geo, pco1, vdir, &contact ))
{
- float land_delta = v3_dot( pv, targetn );
+ float land_delta = v3_dot( pv, contact.normal );
if( (land_delta < 0.0f) && (land_delta > best_velocity_delta) )
{
best_velocity_delta = land_delta;
best_velocity_mod = vmod;
- v3_copy( sh, player.land_target );
+ v3_copy( contact.pos, player.land_target );
q_axis_angle( vr_q, axis, vmod*0.1f );
q_m3x3( vr_q, player.vr );
}
- v3_copy( sh, player.land_target_log[player.land_log_count ++] );
+
+ v3_copy( contact.pos,
+ player.land_target_log[player.land_log_count ++] );
break;
}
}
v3f ground, norm;
v3_copy( pos, ground );
- if( sample_scene_height( &world.geo, ground, norm ) )
+ if( bvh_scene_sample( &world.geo, ground, norm ) )
{
v3f angle;
v3_copy( player.v, angle );
v3f ground_pos, ground_norm;
v3_copy( player.co, ground_pos );
- if( sample_scene_height( &world.geo, ground_pos, ground_norm ) )
+ if( bvh_scene_sample( &world.geo, ground_pos, ground_norm ) )
{
if( ground_pos[1] > player.co[1] )
{
v3_copy( player.co, pco );
v3_copy( player.v, pv );
- v3f targetn;
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 );
+ //vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff );
- v3f sh;
- v3_copy( pco, sh );
- int hit = sample_scene_height( &world.geo, sh, targetn );
+ ray_hit contact;
+ v3f vdir;
- if( sh[1] >= pco[1] && hit )
+ v3_sub( pco, pco1, vdir );
+ contact.dist = v3_length( vdir );
+ v3_divs( vdir, contact.dist, vdir);
+
+ if( bvh_raycast( &world.geo, pco1, vdir, &contact ))
{
v3f localup;
m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, localup );
- float angle = v3_dot( localup, targetn );
+ float angle = v3_dot( localup, contact.normal );
v3f axis;
- v3_cross( localup, targetn, axis );
+ v3_cross( localup, contact.normal, axis );
if( angle < 0.99f )
{
q_mul( correction, player.rot, player.rot );
}
- draw_cross( sh, 0xffff0000 );
+ draw_cross( contact.pos, 0xffff0000 );
break;
}
void vg_update(void)
{
player_update();
-
- /* Creating a skeleton of the player dynamically */
-
-
- #if 0
- player.handl_target[0] = head[0] + 0.2f;
- player.handl_target[1] = head[1] - 0.8f*(1.0f-fabsf(slip));
- player.handl_target[2] = head[2] + 0.2f + 0.7f*fabsf(slip);
-
- player.handr_target[0] = head[0] + 0.2f;
- player.handr_target[1] = head[1] - 0.8f*(1.0f-fabsf(slip));
- player.handr_target[2] = head[2] - (0.2f + 0.7f*fabsf(slip));
-
- if( vg_maxf(lslip,grab) > 0.5f )
- {
- if( player.slip < 0.0f && player.in_air )
- {
- player.handl_target[0] = 0.15f;
- player.handl_target[1] = 0.1f;
- player.handl_target[2] = 0.4f;
- }
- else
- {
- player.handr_target[0] = 0.15f;
- player.handr_target[1] = 0.1f;
- player.handr_target[2] = -0.4f;
- }
-
- if( grab > 0.5f )
- {
- player.handr_target[0] = -0.15f;
- player.handr_target[1] = 0.1f;
- player.handr_target[2] = 0.4f;
- }
- }
-
- #endif
+ bvh_debug( &world.geo, player.co );
}
static void player_animate(void)
v3_muladds( head, offset, 0.7f, head );
head[1] = vg_clampf( head[1], 0.3f, kheight );
- v3_copy( head, player.view );
- v3f camoffs = {-0.2f,-0.6f,0.00f};
- v3_add( player.view, camoffs, player.view );
+#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
/*
amt_aero = amt_std * (1.0f-fstand),
amt_slide = amt_ground * fslide;
- character_pose_with_tilt( &player.mdl, offset,
- &character_pose_stand, amt_stand );
+ 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_pose_with_tilt( &player.mdl, offset,
- &character_pose_aero, amt_aero * fdirz );
- character_pose_with_tilt( &player.mdl, offset,
- &character_pose_aero_reverse, amt_aero * (1.0f-fdirz) );
-
- character_pose_with_tilt( &player.mdl, offset,
- &character_pose_slide, amt_slide*fdirx );
- character_pose_with_tilt( &player.mdl, offset,
- &character_pose_slide1, amt_slide*(1.0f-fdirx) );
-
- character_pose_with_tilt( &player.mdl, (v3f){0.0f,0.0f,0.0f},
- &character_pose_fly, amt_air );
-
-
-
- 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 );
+ 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
rhead = vg_lerpf( rhead,
vg_clampf(atan2f( localv[2], -localv[0] ),-1.0f,1.0f), 0.04f );
player.mdl.rhead = rhead;
-
-
-#if 0
- return;
-
- /* In the air, the dude should grab with the side thats highest,
- * while also sliding the same foot downwards a bit */
-
- float foot_l = 0.3f,
- foot_r = -0.4f;
-
- player.handl_target[0] = 0.0f;
- player.handl_target[1] = 0.0f;
- player.handl_target[2] = 0.6f;
-
- player.handr_target[0] = 0.0f;
- player.handr_target[1] = 0.0f;
- player.handr_target[2] = -0.6f;
-
- if( 1||player.in_air )
- {
- float tuck = player.board_xy[1],
- tuck_amt = fabsf( tuck ) * (1.0f-fabsf(player.board_xy[0]));
-
- 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 );
- }
- }
- }
- else
- {
- }
-
- v3f fwd;
-
- /* offset */
- float *hips = player.mdl.ik_body.base,
- *collar = player.mdl.ik_body.end,
- *pole = player.mdl.ik_body.pole;
-
- v3_add( hips, collar, pole );
- v3_muls( pole, 0.5f, pole );
- v3_add( pole, (v3f){ 1.0f, 0.0f, 0.0f }, pole );
-
- v3_copy( player.view, collar );
- v3_add( (v3f){ 0.2f,-0.55f,0.0f}, collar, hips );
-
- player.mdl.rhip = 0.0f;//-1.0f;//sinf(vg_time);
- player.mdl.rcollar = 0.0f;//-0.5f;//sinf(vg_time)*0.5f;
-
- struct ik_basic *ik_leg_l = &player.mdl.ik_leg_l,
- *ik_leg_r = &player.mdl.ik_leg_r,
- *ik_arm_l = &player.mdl.ik_arm_l,
- *ik_arm_r = &player.mdl.ik_arm_r;
-
- m4x3_mulv( mboard, (v3f){ 0.0f,0.16f, foot_r }, ik_leg_r->end );
- m4x3_mulv( mboard, (v3f){ 0.0f,0.16f, foot_l }, ik_leg_l->end );
-
- m4x3f tomp;
- m4x3_identity(tomp);
- m4x3_mulv( tomp, (v3f){ -0.4f,0.50f,-0.50f }, ik_leg_r->pole );
- m4x3_mulv( tomp, (v3f){ -0.4f,0.50f,-0.3f }, ik_leg_l->pole );
-
- /* Arms */
- v3f hl, hr, neckl = {0.0f, 0.5f, 0.2f},
- neckr = {0.0f, 0.5f,-0.2f};
-
- 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, ik_arm_l->end );
- v3_copy( player.handr, ik_arm_r->end );
- v3_copy( (v3f){ 0.6f,0.7f, 0.4f }, ik_arm_l->pole );
- v3_copy( (v3f){ 0.6f,0.7f,-0.35f }, ik_arm_r->pole );
-
- if( thirdperson )
- {
- v3f nv;
- v3_copy( player.v, nv );
- v3_normalize( nv );
- v3_muladds( player.view, nv, -3.0f, player.view );
- }
-
- m4x3_copy( mboard, player.mdl.matrices[k_chpart_wheels] );
-#endif
}
static void draw_player(void)
m4x3_copy( player.to_world, player.mdl.mroot );
character_eval( &player.mdl );
- character_draw( &player.mdl );
+ character_draw( &player.mdl, 1.0f );
}
static void vg_framebuffer_resize( int w, int h )
glDisable( GL_DEPTH_TEST );
glClearColor( 0.1f, 0.0f, 0.2f, 1.0f );
- glClearColor(141.0f/255.0f, 176.0f/255.0f, 215.0f/255.0f,1.0f);
+ glClearColor(111.0f/255.0f, 46.0f/255.0f, 45.0f/255.0f,1.0f);
+
+ glClearColor( powf(0.066f,1.0f/2.2f),
+ powf(0.050f,1.0f/2.2f),
+ powf(0.046f,1.0f/2.2f), 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 );
- m4x3_mulv( player.to_world, cam_lerped, pos_inv );
+ if( !freecam )
+ m4x3_mulv( player.to_world, cam_lerped, 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 = v3_length( player.v );
+ 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;
+
+ v2_lerp( cam_lerped_dir, player.look_dir, 0.04f, cam_lerped_dir );
+
m4x3_identity( world_matrix );
m4x3_rotate_x( world_matrix,
freecam?
- player.look_dir[1]:
+ cam_lerped_dir[1]:
0.6f+shake[1]*0.04f+player.look_dir[1] );
- m4x3_rotate_y( world_matrix, player.look_dir[0]+shake[0]*0.02f );
+ 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 );
m4x4_projection( vg_pv,
- freecam? 90.0f: 120.0f,
+ freecam? 60.0f: 120.0f,
(float)vg_window_x / (float)vg_window_y,
0.01f, 1000.0f );
m4x4_mul( vg_pv, world_4x4, vg_pv );
glEnable( GL_DEPTH_TEST );
- scene_foliage_shader_use();
- m4x3f temp1;
- m4x3_identity( temp1 );
- glUniformMatrix4x3fv( SHADER_UNIFORM( shader_debug_vcol, "uMdl" ),
- 1, GL_FALSE, (float *)temp1 );
-
- vg_tex2d_bind( &tex_norwey, 0 );
- scene_tree_sway = 0.1f;
-
- scene_bind( &world.foliage );
- scene_draw( &world.foliage );
- if( debugsdf )
- scene_debugsdf( &world.foliage );
-
- SHADER_USE(shader_unlit);
- m4x3f temp2;
- m4x3_identity(temp2);
- m4x3_translate( temp2, player.co );
- glUniformMatrix4x3fv( SHADER_UNIFORM( shader_unlit, "uMdl" ),
- 1, GL_FALSE, (float *)temp2 );
- glUniformMatrix4fv( SHADER_UNIFORM( shader_unlit, "uPv" ),
- 1, GL_FALSE, (float *)vg_pv );
-
- glUniform1i( SHADER_UNIFORM( shader_unlit, "uTexMain" ), 0 );
- vg_tex2d_bind( &tex_sky, 0 );
-
- mesh_bind( &world.skydome );
- mesh_draw( &world.skydome );
-
-#if 0
- vg_tex2d_bind( &tex_cement, 0 );
- mesh_bind( &world.cement );
- mesh_draw( &world.cement );
-#endif
-
+ /*
+ * Draw world
+ */
SHADER_USE(shader_standard_lit);
+ m4x3f identity_matrix;
+ m4x3_identity( identity_matrix );
+
glUniformMatrix4fv( SHADER_UNIFORM( shader_standard_lit, "uPv" ),
1, GL_FALSE, (float *)vg_pv );
- glUniform1i( SHADER_UNIFORM( shader_standard_lit, "uTexMain" ), 0 );
glUniformMatrix4x3fv( SHADER_UNIFORM( shader_standard_lit, "uMdl" ),
- 1, GL_FALSE, (float *)temp1 );
+ 1, GL_FALSE, (float *)identity_matrix );
vg_tex2d_bind( &tex_grid, 0 );
+ glUniform1i( SHADER_UNIFORM( shader_standard_lit, "uTexMain" ), 0 );
- scene_bind( &world.geo );
-#if 1
- glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"),
- 0.2f,0.36f,0.25f,1.0f );
- submodel_draw( &world.terrain );
-
- glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"),
- 0.2f,0.2f,0.21f,1.0f );
- submodel_draw( &world.terrain_rocks );
glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"),
0.4f,0.4f,0.4f,1.0f );
- submodel_draw( &world.terrain_road );
-#endif
-
- scene_bind( &world.detail );
- scene_draw( &world.detail );
+
+ scene_bind( &world.geo );
+ scene_draw( &world.geo );
+
+ if( !replay_record )
+ {
+ m4x3f *base = &replay_buffer[(PART_COUNT)*replay_buffer_frame];
+
+ for( int i=0; i<PART_COUNT; i++ )
+ m4x3_copy( base[i], player.mdl.matrices[i] );
+
+ replay_buffer_frame ++;
+
+ if( replay_buffer_frame == REPLAY_LENGTH )
+ replay_buffer_frame = 0;
+
+ vg_tex2d_bind( &tex_pallet, 0 );
+ character_draw( &player.mdl, 0.0f );
+ player_animate();
+ }
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
-#if 0
+#if 1
glClear( GL_COLOR_BUFFER_BIT );
#else
glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
#endif
+ if( !freecam )
draw_player();
/* Draw back in the background */
glDisable(GL_BLEND);
-
/* Other shite */
glDisable( GL_DEPTH_TEST );
vg_lines_drawall( (float *)vg_pv );
if(sv_debugcam)
{
glEnable( GL_DEPTH_TEST );
-
draw_player();
}
vg_lines_drawall( (float *)vg_pv );
glViewport( 0,0, vg_window_x, vg_window_y );
+
+
+ if( replay_record )
+ {
+ m4x3f *base = &replay_buffer[(PART_COUNT)*replay_buffer_frame];
+
+ for( int i=0; i<PART_COUNT; i++ )
+ m4x3_copy( player.mdl.matrices[i], base[i] );
+
+ replay_buffer_frame ++;
+
+ if( replay_buffer_frame == REPLAY_LENGTH )
+ replay_buffer_frame = 0;
+ }
}
void vg_ui(void)
snprintf( buf, 20, "%.2f %.2f %.2f m/s",
player.a[0], player.a[1], player.a[2] );
-
gui_text( (ui_px [2]){ 0, 20 }, buf, 1, k_text_align_left );
+ snprintf( buf, 20, "pos %.2f %.2f %.2f",
+ player.co[0], player.co[1], player.co[2] );
+ gui_text( (ui_px [2]){ 0, 40 }, buf, 1, k_text_align_left );
+
if( vg_gamepad_ready )
{
for( int i=0; i<6; i++ )
{
snprintf( buf, 20, "%.2f", vg_gamepad.axes[i] );
- gui_text( (ui_px [2]){ 0, (i+2)*20 }, buf, 1, k_text_align_left );
+ gui_text( (ui_px [2]){ 0, (i+3)*20 }, buf, 1, k_text_align_left );
}
}
else
{
- gui_text( (ui_px [2]){ 0, 40 },
+ gui_text( (ui_px [2]){ 0, 60 },
"Gamepad not ready", 1, k_text_align_left );
}
}
+#ifndef SCENE_H
+#define SCENE_H
+
#include "vg/vg.h"
#include "model.h"
-GLuint tex_dual_noise;
+typedef struct scene scene;
+typedef struct bvh_node bvh_node;
struct scene
{
model_vert *verts;
u32 *indices;
+
+ struct
+ {
+ bvh_node *nodes;
+ u32 node_count;
+ }
+ bvh;
u32 vertex_count,
indice_count,
submodel submesh;
};
+GLuint tex_dual_noise;
+
static void scene_init( scene *pscene )
{
pscene->verts = NULL;
"float light1 = max(0.0,dot(-vec3(0.5,-0.8,0.25), aNorm));"
"float light2 = max(0.0,dot(-vec3(-0.8,0.5,-0.25), aNorm));"
- "diffuse += vec3(0.2,0.2,0.2 ) + "
+ "diffuse += vec3(0.2,0.2,0.2) + "
"vec3(1.0,1.0,0.9)*light1 + "
- "vec3(0.1,0.3,0.4 )*light2;"
+ "vec3(0.1,0.3,0.4)*light2;"
- "FragColor = vec4((diffuse*uColour.rgb),"
- "aColour.a*uColour.a);"
+ "FragColor = vec4(diffuse*uColour.rgb, aColour.a*uColour.a);"
"}"
,
UNIFORMS({ "uColour","uTexMain","uPv","uMdl" })
}
}
-/* Temporary */
-static int sample_scene_height( scene *pscene, v3f pos, v3f norm )
-{
- for( int i=0; i<pscene->indice_count/3; i++ )
- {
- u32 *tri = &pscene->indices[i*3];
-
- float *pA = pscene->verts[tri[0]].co,
- *pB = pscene->verts[tri[1]].co,
- *pC = pscene->verts[tri[2]].co;
-
- float height;
- if( triangle_raycast( pA, pB, pC, pos, &height ))
- {
- pos[1] = height;
-
- if( norm )
- {
- v3f v0, v1;
- v3_sub( pA, pB, v0 );
- v3_sub( pC, pB, v1 );
- v3_cross( v1, v0, norm );
- v3_normalize( norm );
- }
-
- return 1;
- }
- }
- return 0;
-}
-
-static void sample_scene_normal( scene *pscene, v3f pos, v3f normal )
-{
- for( int i=0; i<pscene->indice_count/3; i++ )
- {
- u32 *tri = &pscene->indices[i*3];
-
- float height;
- if( triangle_raycast(
- pscene->verts[ tri[0] ].co,
- pscene->verts[ tri[1] ].co,
- pscene->verts[ tri[2] ].co, pos, &height ))
- {
- v3f v0, v1;
-
- v3_sub( pscene->verts[ tri[1] ].co,
- pscene->verts[ tri[0] ].co,
- v0 );
-
- v3_sub( pscene->verts[ tri[2] ].co,
- pscene->verts[ tri[0] ].co,
- v1 );
-
- v3_cross( v0, v1, normal );
- v3_normalize( normal );
- return;
- }
- }
-
- normal[0] = 0.0f;
- normal[1] = 1.0f;
- normal[2] = 0.0f;
-}
/*
* Experimental SDF based shadows
float scene_tree_sway = 0.1f;
+#if 0
static void scene_foliage_shader_use(void)
{
SHADER_USE( shader_debug_vcol );
glUniform1f( SHADER_UNIFORM( shader_debug_vcol, "uSwayAmt" ),
scene_tree_sway );
}
+#endif
static void scene_bind( scene *pscene )
{
SHADER_INIT( shader_standard_lit );
SHADER_INIT( shader_unlit );
}
+
+
+/* Physics segment */
+
+static int triangle_raycast2d( v3f pA, v3f pB, v3f pC, v3f ray, float *height )
+{
+ v2f v0, v1, v2, vp, vp2;
+ float d, bca = 0.f, bcb = 0.f, bcc = 0.f;
+
+ v0[0] = pB[0] - pA[0];
+ v0[1] = pB[2] - pA[2];
+ v1[0] = pC[0] - pA[0];
+ v1[1] = pC[2] - pA[2];
+ v2[0] = pB[0] - pC[0];
+ v2[1] = pB[2] - pC[2];
+
+ d = 1.f / (v0[0]*v1[1] - v1[0]*v0[1]);
+
+#if 0
+ /* Backface culling */
+ if( v2_cross( v0, v1 ) > 0.f )
+ return;
+#endif
+
+ vp[0] = ray[0] - pA[0];
+ vp[1] = ray[2] - pA[2];
+
+ if( v2_cross( v0, vp ) > 0.f ) return 0;
+ if( v2_cross( vp, v1 ) > 0.f ) return 0;
+
+ vp2[0] = ray[0] - pB[0];
+ vp2[1] = ray[2] - pB[2];
+
+ if( v2_cross( vp2, v2 ) > 0.f ) return 0;
+
+ bcb = (vp[0]*v1[1] - v1[0]*vp[1]) * d;
+ bcc = (v0[0]*vp[1] - vp[0]*v0[1]) * d;
+ bca = 1.f - bcb - bcc;
+
+ *height = pA[1]*bca + pB[1]*bcb + pC[1]*bcc;
+ return 1;
+}
+
+/* Temporary */
+static int sample_scene_height( scene *pscene, v3f pos, v3f norm )
+{
+ for( int i=0; i<pscene->indice_count/3; i++ )
+ {
+ u32 *tri = &pscene->indices[i*3];
+
+ float *pA = pscene->verts[tri[0]].co,
+ *pB = pscene->verts[tri[1]].co,
+ *pC = pscene->verts[tri[2]].co;
+
+ float height;
+ if( triangle_raycast2d( pA, pB, pC, pos, &height ))
+ {
+ pos[1] = height;
+
+ if( norm )
+ {
+ v3f v0, v1;
+ v3_sub( pA, pB, v0 );
+ v3_sub( pC, pB, v1 );
+ v3_cross( v1, v0, norm );
+ v3_normalize( norm );
+ }
+
+ return 1;
+ }
+ }
+ return 0;
+}
+
+static void sample_scene_normal( scene *pscene, v3f pos, v3f normal )
+{
+ for( int i=0; i<pscene->indice_count/3; i++ )
+ {
+ u32 *tri = &pscene->indices[i*3];
+
+ float height;
+ if( triangle_raycast2d(
+ pscene->verts[ tri[0] ].co,
+ pscene->verts[ tri[1] ].co,
+ pscene->verts[ tri[2] ].co, pos, &height ))
+ {
+ v3f v0, v1;
+
+ v3_sub( pscene->verts[ tri[1] ].co,
+ pscene->verts[ tri[0] ].co,
+ v0 );
+
+ v3_sub( pscene->verts[ tri[2] ].co,
+ pscene->verts[ tri[0] ].co,
+ v1 );
+
+ v3_cross( v0, v1, normal );
+ v3_normalize( normal );
+ return;
+ }
+ }
+
+ normal[0] = 0.0f;
+ normal[1] = 1.0f;
+ normal[2] = 0.0f;
+}
+
+struct bvh_node
+{
+ boxf bbx;
+
+ /* if il is 0, this is a leaf */
+ u32 il, count;
+ union{ u32 ir, start; };
+};
+
+static void bvh_update_bounds( scene *s, u32 inode )
+{
+ bvh_node *node = &s->bvh.nodes[ inode ];
+
+ box_init_inf( node->bbx );
+ for( u32 i=0; i<node->count; i++ )
+ {
+ u32 idx = node->start+i;
+ model_vert *pa = &s->verts[ s->indices[idx*3+0] ],
+ *pb = &s->verts[ s->indices[idx*3+1] ],
+ *pc = &s->verts[ s->indices[idx*3+2] ];
+
+ box_addpt( node->bbx, pa->co );
+ box_addpt( node->bbx, pb->co );
+ box_addpt( node->bbx, pc->co );
+ }
+}
+
+static void bvh_subdiv( scene *s, u32 inode )
+{
+ bvh_node *node = &s->bvh.nodes[ inode ];
+
+ v3f extent;
+ v3_sub( node->bbx[1], node->bbx[0], extent );
+
+ int axis = 0;
+ if( extent[1] > extent[0] ) axis = 1;
+ if( extent[2] > extent[axis] ) axis = 2;
+
+ float split = node->bbx[0][axis] + extent[axis]*0.5f;
+
+ i32 i = node->start,
+ j = i + node->count-1;
+
+ while( i <= j )
+ {
+ u32 *ti = &s->indices[i*3];
+
+ float a = s->verts[ti[0]].co[axis],
+ b = s->verts[ti[1]].co[axis],
+ c = s->verts[ti[2]].co[axis];
+
+ if( ((a+b+c) / 3.0f) < split )
+ i ++;
+ else
+ {
+ /* Swap triangle indices */
+ u32 *tj = &s->indices[j*3];
+ u32 temp[3];
+ temp[0] = ti[0];
+ temp[1] = ti[1];
+ temp[2] = ti[2];
+
+ ti[0] = tj[0];
+ ti[1] = tj[1];
+ ti[2] = tj[2];
+
+ tj[0] = temp[0];
+ tj[1] = temp[1];
+ tj[2] = temp[2];
+
+ j --;
+ }
+ }
+
+ u32 left_count = i - node->start;
+ if( left_count == 0 || left_count == node->count ) return;
+
+ u32 il = s->bvh.node_count ++,
+ ir = s->bvh.node_count ++;
+
+ struct bvh_node *lnode = &s->bvh.nodes[il],
+ *rnode = &s->bvh.nodes[ir];
+
+ lnode->start = node->start;
+ lnode->count = left_count;
+ rnode->start = i;
+ rnode->count = node->count - left_count;
+
+ node->il = il;
+ node->ir = ir;
+ node->count = 0;
+
+ bvh_update_bounds( s, il );
+ bvh_update_bounds( s, ir );
+ bvh_subdiv( s, il );
+ bvh_subdiv( s, ir );
+}
+
+static void bvh_create( scene *s )
+{
+ u32 triangle_count = s->indice_count / 3;
+ s->bvh.nodes = malloc( sizeof(struct bvh_node) * (triangle_count*2-1) );
+
+ bvh_node *root = &s->bvh.nodes[0];
+ s->bvh.node_count = 1;
+
+ root->il = 0;
+ root->ir = 0;
+ root->count = triangle_count;
+ root->start = 0;
+
+ bvh_update_bounds( s, 0 );
+ bvh_subdiv( s, 0 );
+
+ s->bvh.nodes =
+ realloc( s->bvh.nodes, sizeof(struct bvh_node) * s->bvh.node_count );
+
+ vg_success( "BVH done, size: %u/%u\n", s->bvh.node_count,
+ (triangle_count*2-1) );
+}
+
+static void bvh_debug_node( scene *s, u32 inode, v3f pos, u32 colour )
+{
+ struct bvh_node *node = &s->bvh.nodes[ inode ];
+
+ if( (pos[0] >= node->bbx[0][0] && pos[0] <= node->bbx[1][0]) &&
+ (pos[2] >= node->bbx[0][2] && pos[2] <= node->bbx[1][2]) )
+ {
+ if( !node->count )
+ {
+ vg_line_boxf( node->bbx, colour );
+
+ bvh_debug_node( s, node->il, pos, colour );
+ bvh_debug_node( s, node->ir, pos, colour );
+ }
+ else
+ {
+ vg_line_boxf( node->bbx, 0xff00ff00 );
+ for( u32 i=0; i<node->count; i++ )
+ {
+ u32 idx = (node->start+i)*3;
+
+ model_vert *pa = &s->verts[ s->indices[ idx+0 ] ],
+ *pb = &s->verts[ s->indices[ idx+1 ] ],
+ *pc = &s->verts[ s->indices[ idx+2 ] ];
+
+ vg_line( pa->co, pb->co, 0xff0000ff );
+ vg_line( pb->co, pc->co, 0xff0000ff );
+ vg_line( pc->co, pa->co, 0xff0000ff );
+ }
+ }
+ }
+}
+
+static void bvh_debug( scene *s, v3f pos )
+{
+ bvh_debug_node( s, 0, pos, 0x4000ffa8 );
+}
+
+static int bvh_scene_sample_node( scene *s, u32 inode, v3f pos, v3f norm )
+{
+ bvh_node *node = &s->bvh.nodes[ inode ];
+
+ if( (pos[0] >= node->bbx[0][0] && pos[0] <= node->bbx[1][0]) &&
+ (pos[2] >= node->bbx[0][2] && pos[2] <= node->bbx[1][2]) )
+ {
+ if( !node->count )
+ {
+ if( bvh_scene_sample_node( s, node->il, pos, norm )) return 1;
+ if( bvh_scene_sample_node( s, node->ir, pos, norm )) return 1;
+ }
+ else
+ {
+ for( u32 i=0; i<node->count; i++ )
+ {
+ u32 idx = (node->start+i)*3;
+ model_vert *pa = &s->verts[ s->indices[ idx+0 ] ],
+ *pb = &s->verts[ s->indices[ idx+1 ] ],
+ *pc = &s->verts[ s->indices[ idx+2 ] ];
+
+ float height;
+ if( triangle_raycast2d( pa->co, pb->co, pc->co, pos, &height ))
+ {
+ pos[1] = height;
+
+ if( norm )
+ {
+ v3f v0, v1;
+ v3_sub( pa->co, pb->co, v0 );
+ v3_sub( pc->co, pb->co, v1 );
+ v3_cross( v1, v0, norm );
+ v3_normalize( norm );
+ }
+
+ return 1;
+ }
+ }
+ }
+ }
+
+ return 0;
+}
+
+static int bvh_scene_sample( scene *s, v3f pos, v3f norm)
+{
+ return bvh_scene_sample_node( s, 0, pos, norm );
+}
+
+typedef struct ray_hit ray_hit;
+struct ray_hit
+{
+ float dist;
+ u32 *tri;
+ v3f pos, normal;
+};
+
+int ray_aabb( boxf box, v3f co, v3f dir, float dist )
+{
+ v3f v0, v1;
+ float tmin, tmax;
+
+ v3_sub( box[0], co, v0 );
+ v3_sub( box[1], co, v1 );
+ v3_div( v0, dir, v0 );
+ v3_div( v1, dir, v1 );
+
+ tmin = vg_minf( v0[0], v1[0] );
+ tmax = vg_maxf( v0[0], v1[0] );
+ tmin = vg_maxf( tmin, vg_minf( v0[1], v1[1] ));
+ tmax = vg_minf( tmax, vg_maxf( v0[1], v1[1] ));
+ tmin = vg_maxf( tmin, vg_minf( v0[2], v1[2] ));
+ tmax = vg_minf( tmax, vg_maxf( v0[2], v1[2] ));
+
+ return tmax >= tmin && tmin < dist && tmax > 0;
+}
+
+static int bvh_ray_tri( scene *sc, u32 *tri, v3f co, v3f dir, ray_hit *hit )
+{
+ float const kEpsilon = 0.00001f;
+
+ v3f v0, v1, h, s, q, n;
+ float a,f,u,v,t;
+
+ float *pa = sc->verts[tri[0]].co,
+ *pb = sc->verts[tri[1]].co,
+ *pc = sc->verts[tri[2]].co;
+
+ v3_sub( pb, pa, v0 );
+ v3_sub( pc, pa, v1 );
+ v3_cross( dir, v1, h );
+ v3_cross( v0, v1, n );
+
+ if( v3_dot( n, dir ) > 0.0f ) /* Backface culling */
+ return 0;
+
+ /* Parralel */
+ a = v3_dot( v0, h );
+ if( a > -kEpsilon && a < kEpsilon )
+ return 0;
+
+ f = 1.0f/a;
+ v3_sub( co, pa, s );
+
+ u = f * v3_dot(s, h);
+ if( u < 0.0f || u > 1.0f )
+ return 0;
+
+ v3_cross( s, v0, q );
+ v = f * v3_dot( dir, q );
+ if( v < 0.0f || u+v > 1.0f )
+ return 0;
+
+ t = f * v3_dot(v1, q);
+ if( t > kEpsilon && t < hit->dist )
+ {
+ hit->dist = t;
+ hit->tri = tri;
+ return 1;
+ }
+ else return 0;
+}
+
+static int bvh_ray( scene *s, u32 inode, v3f co, v3f dir, ray_hit *hit )
+{
+ bvh_node *node = &s->bvh.nodes[ inode ];
+
+ if( !ray_aabb( node->bbx, co, dir, hit->dist ))
+ return 0;
+
+ int count = 0;
+
+ if( node->count )
+ {
+ for( u32 i=0; i<node->count; i++ )
+ {
+ u32 *indices = &s->indices[ (node->start+i)*3 ];
+ count += bvh_ray_tri( s, indices, co, dir, hit );
+ }
+ }
+ else
+ {
+ count += bvh_ray( s, node->il, co, dir, hit );
+ count += bvh_ray( s, node->ir, co, dir, hit );
+ }
+
+ return count;
+}
+
+static int bvh_raycast( scene *s, v3f co, v3f dir, ray_hit *hit )
+{
+ v3f pb;
+ v3_muladds( co, dir, hit->dist, pb );
+
+ int count = bvh_ray( s, 0, co, dir, hit );
+
+ if( count )
+ {
+ vg_line( co, pb, 0xff00ffff );
+
+ v3f v0, v1;
+
+ float *pa = s->verts[hit->tri[0]].co,
+ *pb = s->verts[hit->tri[1]].co,
+ *pc = s->verts[hit->tri[2]].co;
+
+ v3_sub( pa, pb, v0 );
+ v3_sub( pc, pb, v1 );
+ v3_cross( v1, v0, hit->normal );
+ v3_normalize( hit->normal );
+ v3_muladds( co, dir, hit->dist, hit->pos );
+ }
+ else
+ vg_line( co, pb, 0xff0000ff );
+
+ return count;
+}
+
+#endif