void(*effects)( void *animator, m4x3f *final_mtx, struct player_board *board,
struct player_effects_data *effect_data );
void(*post_animate)(void);
+ void(*render)( camera *cam, world_instance *world, player_pose *pose );
+
void(*network_animator_exchange)( bitpack_ctx *ctx, void *data );
void(*sfx_oneshot)( u8 id, v3f pos, f32 volume );
static i32 k_cinema_fixed = 0;
static f32 k_cinema = 0.0f;
static i32 k_invert_y = 0;
+static f32 k_cam_dist = 1.8f;
struct {
/* transform definition */
rigidbody rb;
v3f angles;
+ bool have_glider;
+
/*
* Camera management
* ---------------------------
cam_velocity_constant,
cam_velocity_coefficient_smooth,
cam_velocity_constant_smooth,
- cam_velocity_influence_smooth;
+ cam_velocity_influence_smooth,
+ cam_dist,
+ cam_dist_smooth;
v3f cam_land_punch, cam_land_punch_v;
ent_gate *gate_waiting;
v3_copy( (v3f){0.0f,0.0f,0.0f}, cc->fpv_offset );
v3_copy( (v3f){0.0f,1.4f,0.0f}, cc->tpv_offset );
}
+ else if( localplayer.subsystem == k_player_subsystem_glide ){
+ v3_copy( (v3f){-0.15f,1.75f,0.0f}, cc->fpv_viewpoint );
+ v3_copy( (v3f){0.0f,0.0f,0.0f}, cc->fpv_offset );
+ v3_copy( (v3f){0.0f,-1.0f,0.0f}, cc->tpv_offset );
+ v3_add( cc->tpv_offset_extra, cc->tpv_offset, cc->tpv_offset );
+ }
else{
v3_copy( (v3f){-0.15f,1.75f,0.0f}, cc->fpv_viewpoint );
v3_copy( (v3f){0.0f,0.0f,0.0f}, cc->fpv_offset );
/* lerping */
+ if( localplayer.cam_dist_smooth == 0.0f ){
+ localplayer.cam_dist_smooth = localplayer.cam_dist;
+ }
+ else {
+ localplayer.cam_dist_smooth = vg_lerpf(
+ localplayer.cam_dist_smooth,
+ localplayer.cam_dist,
+ vg.time_frame_delta * 8.0f );
+ }
+
localplayer.cam_velocity_influence_smooth = vg_lerpf(
localplayer.cam_velocity_influence_smooth,
localplayer.cam_velocity_influence,
/* now move into world */
v3f tpv_pos, tpv_offset, tpv_origin;
+ /* TODO: whats up with CC and not CC but both sets of variables are doing
+ * the same ideas just saved in different places?
+ */
/* origin */
q_mulv( pq, cc->tpv_offset_smooth, tpv_origin );
v3_add( tpv_origin, cc->tpv_lpf, tpv_origin );
/* offset */
- v3_muls( camera_follow_dir, 1.8f, tpv_offset );
+ v3_muls( camera_follow_dir, localplayer.cam_dist_smooth, tpv_offset );
v3_muladds( tpv_offset, cc->cam_velocity_smooth, -0.025f, tpv_offset );
v3_add( tpv_origin, tpv_offset, tpv_pos );
#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,
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 ){
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 );
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){
}
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 );
/* 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 */
#include "player.h"
struct player_glide {
- struct skeleton_anim *anim_temp;
+ struct skeleton_anim *anim_glide;
struct player_glide_animator {
v3f root_co;
enum rb_shape shape;
}
parts[3];
+
+ mdl_context glider;
+ GLuint *glider_textures;
+ glmesh glider_mesh;
}
static player_glide = {
.parts = {
static void player_glide_post_animate(void);
static void player_glide_im_gui(void);
static void player_glide_bind(void);
+static void player_glide_transition(void);
+static void player_glide_render( camera *cam, world_instance *world,
+ player_pose *pose );
struct player_subsystem_interface static player_subsystem_glide = {
.pre_update = player_glide_pre_update,
.post_animate = player_glide_post_animate,
.im_gui = player_glide_im_gui,
.bind = player_glide_bind,
+ .render = player_glide_render,
.animator_data = &player_glide.animator,
.animator_size = sizeof(player_glide.animator),
&localplayer.pose.board, k_board_shader_player );
SDL_AtomicUnlock( &addon_system.sl_cache_using_resources );
+
+ struct player_subsystem_interface *sys =
+ player_subsystems[localplayer.subsystem];
+
+ if( sys->render ){
+ sys->render( cam, world, &localplayer.pose );
+ }
}
static void player_mirror_pose( mdl_keyframe pose[32],
memcpy( &gs->cam_control, &localplayer.cam_control,
sizeof(struct player_cam_controller) );
v3_copy( localplayer.angles, gs->angles );
+ gs->have_glider = localplayer.have_glider;
void *dst = replay_frame_data( frame, k_replay_framedata_gamestate );
}
localplayer.subsystem = frame->system;
+ localplayer.have_glider = gs->have_glider;
memcpy( &localplayer.rb, &gs->rb, sizeof(rigidbody) );
v3_copy( gs->angles, localplayer.angles );
struct replay_gamestate {
rigidbody rb;
v3f angles;
+ bool have_glider;
struct player_cam_controller cam_control;
};
#include "ent_tornado.c"
#include "vg/vg_rigidbody.h"
#include "scene_rigidbody.h"
+#include "player_glide.h"
static void player__skate_bind(void){
struct skeleton *sk = &localplayer.skeleton;
if( button_down(k_srbind_use) && (v3_length2(state->trick_vel) < 0.01f) ){
localplayer.subsystem = k_player_subsystem_walk;
- if( state->activity <= k_skate_activity_air_to_grind ){
- localplayer.subsystem = k_player_subsystem_glide;
-
- 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} );
+ if( (state->activity <= k_skate_activity_air_to_grind) &&
+ localplayer.have_glider ){
+ player_glide_transition();
return;
}
static void player__skate_post_animate(void){
struct player_skate_state *state = &player_skate.state;
localplayer.cam_velocity_influence = 1.0f;
+ localplayer.cam_dist = 1.8f;
v3f head = { 0.0f, 1.8f, 0.0f };
m4x3_mulv( localplayer.final_mtx[ localplayer.id_head ],
}
else
localplayer.cam_velocity_influence = 0.0f;
+
+ if( w->state.activity == k_walk_activity_sit ){
+ localplayer.cam_dist = 3.8f;
+ }
+ else {
+ localplayer.cam_dist = 1.8f;
+ }
}
static void player_walk_pose_sit( struct player_walk_animator *animator,
q_identity( baller.rb.q );
rb_update_matrices( &baller.rb );
}
+
+ if( vg_getkey( SDLK_8 ) ){
+ localplayer.have_glider = 1;
+ }
+
vg_line_boxf_transformed( baller.rb.to_world, baller.box, VG__RED );
world_instance *world = world_current_instance();