From accf4f68bded05542db7867d7768f2d4690b63ae Mon Sep 17 00:00:00 2001 From: hgn Date: Thu, 2 Jun 2022 16:27:56 +0100 Subject: [PATCH] new animations --- main.c | 417 +++++++++++++++++++++++++++++++++++--------------------- scene.h | 12 +- scope.h | 19 +++ 3 files changed, 286 insertions(+), 162 deletions(-) create mode 100644 scope.h diff --git a/main.c b/main.c index 0b36899..c3e7510 100644 --- a/main.c +++ b/main.c @@ -23,6 +23,8 @@ static int freecam = 0; static int debugview = 0; static int debugsdf = 0; static int sv_debugcam = 0; +static int sv_phys = 0; +static int thirdperson = 0; /* Components */ #include "road.h" @@ -41,7 +43,7 @@ static struct gplayer /* Physics */ v3f co, v, a; v4f rot; - float vswitch, slip_last; + float vswitch, slip, slip_last; float iY; /* Yaw inertia */ int in_air; @@ -51,20 +53,35 @@ static struct gplayer v3f view; v2f look_dir; /* TEMP */ + v2f board_xy; + float grab; float pitch; m4x3f to_world, to_local; - v3f handl_target, handr_target, - handl, handr; - + /* Opengl */ glmesh mesh; submodel legl, legu, board, torso, wheels, - feet; + 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; + + v3f handl_target, handr_target, + handl, handr; } player; @@ -88,10 +105,7 @@ static void player_transform_update(void) q_m3x3( player.rot, player.to_world ); v3_copy( player.co, player.to_world[3] ); - v4f inv; - q_inv( player.rot, inv ); - q_m3x3( inv, player.to_local ); - v3_negate( player.co, player.to_local[3] ); + m4x3_invert_affine( player.to_world, player.to_local ); } static int reset_player( int argc, char const *argv[] ) @@ -147,6 +161,22 @@ void vg_start(void) .persistent = 1 }); + vg_convar_push( (struct vg_convar){ + .name = "phys", + .data = &sv_phys, + .data_type = k_convar_dtype_i32, + .opt_i32 = { .min=0, .max=1, .clamp=1 }, + .persistent = 1 + }); + + vg_convar_push( (struct vg_convar){ + .name = "thirdperson", + .data = &thirdperson, + .data_type = k_convar_dtype_i32, + .opt_i32 = { .min=0, .max=1, .clamp=1 }, + .persistent = 1 + }); + vg_function_push( (struct vg_cmd){ .name = "reset", .function = reset_player @@ -163,7 +193,23 @@ void vg_start(void) player.board = *submodel_get( char_dev, "skateboard" ); player.torso = *submodel_get( char_dev, "torso" ); player.wheels = *submodel_get( char_dev, "wheels" ); - player.feet = *submodel_get( char_dev, "feet" ); + player.foot = *submodel_get( char_dev, "foot" ); + + /* new model */ + player.leg_r0 = *submodel_get( char_dev, "leg_r0" ); + player.leg_r1 = *submodel_get( char_dev, "leg_r1" ); + player.foot_r = *submodel_get( char_dev, "foot_r" ); + player.leg_l0 = *submodel_get( char_dev, "leg_l0" ); + player.leg_l1 = *submodel_get( char_dev, "leg_l1" ); + player.foot_l = *submodel_get( char_dev, "foot_l" ); + player.arm_r0 = *submodel_get( char_dev, "arm_r0" ); + player.arm_r1 = *submodel_get( char_dev, "arm_r1" ); + player.hand_r = *submodel_get( char_dev, "hand_r" ); + player.arm_l0 = *submodel_get( char_dev, "arm_l0" ); + player.arm_l1 = *submodel_get( char_dev, "arm_l1" ); + player.hand_l = *submodel_get( char_dev, "hand_l" ); + player.body = *submodel_get( char_dev, "body" ); + player.head = *submodel_get( char_dev, "head" ); free(char_dev); /* temp */ @@ -314,6 +360,7 @@ static void player_freecam(void) 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 ) @@ -396,8 +443,9 @@ static void player_physics_ground(void) slip = (-vel[0] / vel[2]) * player.vswitch; if( fabsf( slip ) > 1.2f ) slip = vg_signf( slip ) * 1.2f; + player.slip = slip; - +#if 0 if( player.slip_last*slip < 0.0f && fabsf(slip) > 0.7f ) { vg_warn( "SWITCH\n" ); @@ -406,6 +454,7 @@ static void player_physics_ground(void) } player.slip_last = slip; +#endif float substep = ktimestep * 0.2f; @@ -425,7 +474,7 @@ static void player_physics_ground(void) player.iY -= 3.6f * ktimestep; float steer = vg_get_axis( "horizontal" ); - player.iY -= vg_signf(steer)*powf(steer,2.0f) * 3.5f * ktimestep; + player.iY -= vg_signf(steer)*powf(steer,2.0f) * 1.5f * ktimestep; } static void player_physics_air(void) @@ -488,9 +537,16 @@ static void player_physics_air(void) player.iY -= vg_get_axis( "horizontal" ) * 3.6f * ktimestep; } +static void player_animate(void); static void player_update(void) { /* temp */ + if( freecam ) + { + player_freecam(); + return; + } + if( vg_get_axis("grabl")>0.0f) reset_player(0,NULL); if( vg_get_button( "forward" ) ) @@ -500,7 +556,6 @@ static void player_update(void) m3x3_mulv( player.to_world, dir, dir ); v3_muladds( player.v, dir, 5.0f * ktimestep, player.v ); } - float horizontal = vg_get_axis("horizontal"), vertical = vg_get_axis("vertical"); @@ -508,15 +563,12 @@ static void player_update(void) player.joy_l[0] = vg_signf(horizontal) * powf( horizontal, 2.0f ); player.joy_l[1] = vg_signf(vertical) * powf( vertical, 2.0f ); - if( freecam ) + /* Integrate velocity */ + if( sv_phys ) { - player_freecam(); - return; + apply_gravity( player.v, ktimestep ); + v3_muladds( player.co, player.v, ktimestep, player.co ); } - - /* Integrate velocity */ - apply_gravity( player.v, ktimestep ); - v3_muladds( player.co, player.v, ktimestep, player.co ); /* Integrate inertia */ v4f rotate; v3f vup = {0.0f,1.0f,0.0f}; @@ -538,19 +590,10 @@ static void player_update(void) player_physics_ground(); /* Camera and character */ - float kheight = 1.8f, - kleg = 0.6f; - - v3f head; - head[0] = 0.0f; - head[1] = kheight; - head[2] = 0.0f; - - m4x3_mulv( player.to_world, head, head ); - v3_copy( head, player.view ); player_transform_update(); q_normalize(player.rot); + player_animate(); } void vg_update(void) @@ -559,8 +602,45 @@ void vg_update(void) /* Creating a skeleton of the player dynamically */ - v2f ac; + #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 +} + +static void player_animate(void) +{ + /* Camera position */ static v3f last_vel = { 0.0f, 0.0f, 0.0f }; static v3f momentum, bob; @@ -568,7 +648,6 @@ void vg_update(void) v3_copy( player.v, last_vel ); v3_add( momentum, player.a, momentum ); - v3_lerp( momentum, (v3f){0.0f,0.0f,0.0f}, 0.1f, momentum ); v3f target; @@ -576,87 +655,108 @@ void vg_update(void) momentum[1] = vg_clampf( momentum[1], -0.2f, 5.0f ); momentum[2] = vg_clampf( momentum[2], -2.0f, 2.0f ); v3_copy( momentum, target ); - v3_lerp( bob, target, 0.2f, bob ); /* Head */ -#if 0 - float lslip = fabsf(slip); //vg_minf( 0.4f, slip ); + float lslip = fabsf(player.slip); //vg_minf( 0.4f, slip ); - static float grab = 0.0f; float grabt = vg_get_axis( "grabr" )*0.5f+0.5f; - grab = vg_lerpf( grab, grabt, 0.04f ); + player.grab = vg_lerpf( player.grab, grabt, 0.04f ); + + float kheight = 1.8f, + kleg = 0.6f; v3f head; - head[0] = 0.0f;//(-sinf(lslip)*0.9f * kheight) * 0.44f; - head[1] = (0.3f + cosf(lslip)*0.5f) * kheight - grab*0.7f; - head[2] = 0.0f; + head[0] = 0.0f; + head[1] = (0.3f+cosf(lslip)*0.5f*(1.0f-player.grab*0.7f)) * kheight; + head[2] = 0.0f; v3f offset; m3x3_mulv( player.to_local, bob, offset ); - offset[0] *= 0.25f; + + offset[0] *= 0.3333f; offset[1] *= -0.25f; offset[2] *= 0.7f; v3_muladds( head, offset, 0.7f, head ); + head[1] = vg_clampf( head[1], 0.3f, kheight ); - head[1] = vg_clampf( head[1], 0.3f, 20.0f ); + m4x3_mulv( player.to_world, head, head ); - 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); + v3_copy( head, player.view ); - 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)); + /* New board transformation */ + v4f board_rotation; v3f board_location; + + /* TODO: Move this out of animate into update */ + v2_lerp( player.board_xy, (v2f){ vg_get_axis("h1"), vg_get_axis("v1") }, + ktimestep*3.0f, player.board_xy ); - if( vg_maxf(lslip,grab) > 0.5f ) + v4f rz, rx; + q_axis_angle( rz, (v3f){ 0.0f, 0.0f, 1.0f }, player.board_xy[0] ); + q_axis_angle( rx, (v3f){ 1.0f, 0.0f, 0.0f }, player.board_xy[1] ); + q_mul( rx, rz, board_rotation ); + + q_m3x3( board_rotation, player.mboard ); + m3x3_mulv( player.mboard, (v3f){ 0.0f, -0.5f, 0.0f }, board_location ); + v3_add( (v3f){0.0f,0.5f,0.0f}, board_location, board_location ); + + m3x3_mul( player.to_world, player.mboard, player.mboard ); + m4x3_mulv( player.to_world, board_location, player.mboard[3] ); + + + /* 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 ) { - if( slip < 0.0f && in_air ) + float tuck = player.board_xy[1], + tuck_amt = fabsf( tuck ) * (1.0f-fabsf(player.board_xy[0])); + + if( tuck < 0.0f ) { - player.handl_target[0] = 0.15f; - player.handl_target[1] = 0.1f; - player.handl_target[2] = 0.4f; + foot_l *= 1.0f-tuck_amt*1.5f; + + if( player.grab > 0.1f ) + { + m4x3_mulv( player.mboard, (v3f){0.1f,0.14f,0.6f}, + player.handl_target ); + m4x3_mulv( player.to_local, + player.handl_target, player.handl_target ); + } } else { - player.handr_target[0] = 0.15f; - player.handr_target[1] = 0.1f; - player.handr_target[2] = -0.4f; - } + foot_r *= 1.0f-tuck_amt*1.4f; - if( grab > 0.5f ) - { - player.handr_target[0] = -0.15f; - player.handr_target[1] = 0.1f; - player.handr_target[2] = 0.4f; + if( player.grab > 0.1f ) + { + m4x3_mulv( player.mboard, (v3f){0.1f,0.14f,-0.6f}, + player.handr_target ); + m4x3_mulv( player.to_local, + player.handr_target, player.handr_target ); + } } } -#endif - -} - -static void debug_grid( v3f at ) -{ - v3f base; - v3_floor( at, base ); - - for( int y=0; y<16; y++ ) - { - vg_line( (v3f){ base[0] - 8, base[1], base[2]+y-8 }, - (v3f){ base[0] + 8, base[1], base[2]+y-8 }, - 0x40ffffff ); - } - for( int x=0; x<16; x++ ) + else { - vg_line( (v3f){ base[0]+x-8, base[1], base[2]-8 }, - (v3f){ base[0]+x-8, base[1], base[2]+8 }, - 0x40ffffff ); } -} -static void draw_player(void) -{ - mesh_bind( &player.mesh ); + m3x3_copy( player.mboard, player.mfoot_l ); + m4x3_mulv( player.mboard, (v3f){ 0.0f,0.16f,foot_l }, player.mfoot_l[3] ); + + m3x3_copy( player.mboard, player.mfoot_r ); + m4x3_mulv( player.mboard, (v3f){ 0.0f,0.16f,foot_r }, player.mfoot_r[3] ); + float const kleg_upper = 0.53f, kleg_lower = 0.5f, karm_ratio = 0.75f, @@ -670,49 +770,60 @@ static void draw_player(void) ik_arm_r = { .l1 = karm_upper, .l2 = karm_lower }; v3f butt, fwd; + v4f hip_rotation; - m4x3_mulv( player.to_world, (v3f){ 0.0f,0.16f,-0.4f }, ik_leg_r.end ); - m4x3_mulv( player.to_world, (v3f){ 0.0f,0.16f, 0.3f }, ik_leg_l.end ); - m4x3_mulv( player.to_world, (v3f){ -0.6f,0.5f,-0.4f }, ik_leg_r.pole ); - m4x3_mulv( player.to_world, (v3f){ -0.6f,0.5f,0.35f }, ik_leg_l.pole ); - + /* create hip rotation */ + q_axis_angle( hip_rotation, (v3f){0.0f,1.0f,0.0f}, sinf(vg_time) ); + q_m3x3( hip_rotation, player.mbutt ); + m3x3_mul( player.to_world, player.mbutt, player.mbutt ); + + /* offset */ m3x3_mulv( player.to_world, (v3f){ 0.2f,-0.55f,0.0f}, butt ); v3_add( butt, player.view, butt ); + v3_copy( butt, player.mbutt[3] ); + + m4x3_mulv( player.mbutt, (v3f){0.0f,0.0f,-0.1f}, ik_leg_r.base ); + m4x3_mulv( player.mbutt, (v3f){0.0f,0.0f, 0.1f}, ik_leg_l.base ); - m3x3_mulv( player.to_world, (v3f){0.0f,0.0f,-1.0f}, fwd ); - v3_muladds( butt, fwd, 0.1f, ik_leg_r.base ); - v3_muladds( butt, fwd,-0.1f, ik_leg_l.base ); + m4x3_mulv( player.mboard, (v3f){ 0.0f,0.16f, foot_r }, ik_leg_r.end ); + m4x3_mulv( player.mboard, (v3f){ 0.0f,0.16f, foot_l }, ik_leg_l.end ); + m4x3_mulv( player.mboard, (v3f){ -0.6f,0.50f,-0.40f }, ik_leg_r.pole ); + m4x3_mulv( player.mboard, (v3f){ -0.6f,0.50f, 0.35f }, ik_leg_l.pole ); /* Compute IK */ - m4x3f mleg_l, mknee_l, mleg_r, mknee_r, mboard; - - ik_basic( &ik_leg_r, mleg_r, mknee_r ); - ik_basic( &ik_leg_l, mleg_l, mknee_l ); + ik_basic( &ik_leg_r, player.mleg_r, player.mknee_r ); + ik_basic( &ik_leg_l, player.mleg_l, player.mknee_l ); /* Arms */ - v3f hl, hr, neckl = {0.2f,-0.1f, 0.2f}, - neckr = {0.2f,-0.1f,-0.2f}; + v3f hl, hr, neckl = {0.0f, 0.5f, 0.2f}, + neckr = {0.0f, 0.5f,-0.2f}; - v3_lerp( player.handl, player.handl_target, 0.04f, player.handl ); - v3_lerp( player.handr, player.handr_target, 0.04f, player.handr ); + m4x3_mulv( player.mbutt, neckl, ik_arm_l.base ); + m4x3_mulv( player.mbutt, neckr, ik_arm_r.base ); - m3x3_mulv( player.to_world, neckl, neckl ); - m3x3_mulv( player.to_world, neckr, neckr ); + v3_lerp( player.handl, player.handl_target, 0.1f, player.handl ); + v3_lerp( player.handr, player.handr_target, 0.1f, player.handr ); - v3_add( player.view, neckl, ik_arm_l.base ); - v3_add( player.view, neckr, ik_arm_r.base ); m4x3_mulv( player.to_world, player.handl, ik_arm_l.end ); m4x3_mulv( player.to_world, player.handr, ik_arm_r.end ); m4x3_mulv( player.to_world, (v3f){ 0.6f,0.7f, 0.4f }, ik_arm_l.pole ); m4x3_mulv( player.to_world, (v3f){ 0.6f,0.7f,-0.35f }, ik_arm_r.pole ); - m4x3f marm_l, melbow_l, marm_r, melbow_r; - ik_basic( &ik_arm_l, marm_l, melbow_l ); - ik_basic( &ik_arm_r, marm_r, melbow_r ); - m4x3_scale( marm_l, karm_ratio ); - m4x3_scale( marm_r, karm_ratio ); - m4x3_scale( melbow_l, karm_ratio ); - m4x3_scale( melbow_r, karm_ratio ); + ik_basic( &ik_arm_l, player.marm_l, player.melbow_l ); + ik_basic( &ik_arm_r, player.marm_r, player.melbow_r ); + + if( thirdperson ) + { + v3f nv; + v3_copy( player.v, nv ); + v3_normalize( nv ); + v3_muladds( player.view, nv, -3.0f, player.view ); + } +} + +static void draw_player(void) +{ + mesh_bind( &player.mesh ); /* Draw */ vg_tex2d_bind( &tex_grid, 0 ); @@ -734,8 +845,7 @@ static void draw_player(void) glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), 0.35f*kscale,0.35f*kscale,0.35f*kscale,1.0f ); - m4x3_expand( player.to_world, mat ); - glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat ); + glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mboard ); submodel_draw( &player.board ); glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), @@ -749,49 +859,43 @@ static void draw_player(void) glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), 0.2f*kscale,0.8f*kscale,0.4f*kscale,0.14f ); - submodel_draw( &player.feet ); + glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mfoot_l ); + submodel_draw( &player.foot_l ); + glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mfoot_r ); + submodel_draw( &player.foot_r ); - m4x3_expand( mleg_l, mat ); - glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat ); - submodel_draw( &player.legu ); + glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mleg_l ); + submodel_draw( &player.leg_l0 ); - m4x3_expand( mknee_l, mat ); - glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat ); - submodel_draw( &player.legl ); + glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mknee_l ); + submodel_draw( &player.leg_l1 ); - m4x3_expand( mleg_r, mat ); - glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat ); - submodel_draw( &player.legu ); + glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mleg_r ); + submodel_draw( &player.leg_r0 ); - m4x3_expand( mknee_r, mat ); - glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat ); - submodel_draw( &player.legl ); + glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mknee_r ); + submodel_draw( &player.leg_r1 ); /* arms */ - m4x3_expand( marm_l, mat ); - glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat ); - submodel_draw( &player.legu ); + glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.marm_l ); + submodel_draw( &player.arm_l0 ); - m4x3_expand( melbow_l, mat ); - glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat ); - submodel_draw( &player.legl ); + glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.melbow_l ); + submodel_draw( &player.arm_l1 ); - m4x3_expand( marm_r, mat ); - glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat ); - submodel_draw( &player.legu ); + glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.marm_r ); + submodel_draw( &player.arm_r0 ); - m4x3_expand( melbow_r, mat ); - glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat ); - submodel_draw( &player.legl ); + glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.melbow_r ); + submodel_draw( &player.arm_r1 ); /* body */ - m4x3f mbutt; - m3x3_copy( player.to_world, mbutt ); - v3_copy( butt, mbutt[3] ); + glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mbutt ); + submodel_draw( &player.body ); - m4x3_expand( mbutt, mat ); - glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat ); - submodel_draw( &player.torso ); + glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), + 0.2f*kscale,0.2f*kscale,0.2f*kscale,0.14f ); + submodel_draw( &player.head ); glDisable(GL_BLEND); glEnable( GL_DEPTH_TEST ); @@ -825,7 +929,6 @@ void vg_render(void) m4x4f world_4x4; m4x3_expand( world_matrix, world_4x4 ); - m4x4_projection( vg_pv, freecam? 90.0f: 130.0f, (float)vg_window_x / (float)vg_window_y, @@ -839,9 +942,9 @@ void vg_render(void) glEnable( GL_DEPTH_TEST ); scene_foliage_shader_use(); - m4x4f temp1; - m4x4_identity( temp1 ); - glUniformMatrix4fv( SHADER_UNIFORM( shader_debug_vcol, "uMdl" ), + m4x3f temp1; + m4x3_identity( temp1 ); + glUniformMatrix4x3fv( SHADER_UNIFORM( shader_debug_vcol, "uMdl" ), 1, GL_FALSE, (float *)temp1 ); vg_tex2d_bind( &tex_norwey, 0 ); @@ -853,10 +956,10 @@ void vg_render(void) scene_debugsdf( &world.foliage ); SHADER_USE(shader_unlit); - m4x4f temp2; - m4x4_identity(temp2); + m4x3f temp2; + m4x3_identity(temp2); //m4x4_translate( temp2, player.co ); - glUniformMatrix4fv( SHADER_UNIFORM( shader_unlit, "uMdl" ), + glUniformMatrix4x3fv( SHADER_UNIFORM( shader_unlit, "uMdl" ), 1, GL_FALSE, (float *)temp2 ); glUniformMatrix4fv( SHADER_UNIFORM( shader_unlit, "uPv" ), 1, GL_FALSE, (float *)vg_pv ); @@ -867,23 +970,24 @@ void vg_render(void) 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 SHADER_USE(shader_standard_lit); glUniformMatrix4fv( SHADER_UNIFORM( shader_standard_lit, "uPv" ), 1, GL_FALSE, (float *)vg_pv ); glUniform1i( SHADER_UNIFORM( shader_standard_lit, "uTexMain" ), 0 ); - - glUniformMatrix4fv( SHADER_UNIFORM( shader_standard_lit, "uMdl" ), + glUniformMatrix4x3fv( SHADER_UNIFORM( shader_standard_lit, "uMdl" ), 1, GL_FALSE, (float *)temp1 ); vg_tex2d_bind( &tex_grid, 0 ); scene_bind( &world.geo ); -#if 0 +#if 1 glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), 0.2f,0.36f,0.25f,1.0f ); submodel_draw( &world.terrain ); @@ -905,7 +1009,7 @@ void vg_render(void) vg_lines_drawall( (float *)vg_pv ); /* Debugger camera */ - glViewport( 0,0, 512, 512 ); + glViewport( 0,0, 800, 800 ); glClearColor( 0.1f, 0.0f, 0.2f, 1.0f ); glClear( GL_DEPTH_BUFFER_BIT ); @@ -928,6 +1032,7 @@ void vg_render(void) if(sv_debugcam) { glEnable( GL_DEPTH_TEST ); + draw_player(); } diff --git a/scene.h b/scene.h index d5fa275..63ae145 100644 --- a/scene.h +++ b/scene.h @@ -121,7 +121,7 @@ SHADER_DEFINE( shader_debug_vcol, /*Include*/ VERTEX_STANDARD_ATTRIBUTES "uniform mat4 uPv;" - "uniform mat4 uMdl;" + "uniform mat4x3 uMdl;" "uniform float uTime;" "uniform float uSwayAmt;" "" @@ -144,7 +144,7 @@ SHADER_DEFINE( shader_debug_vcol, "void main()" "{" "vec3 swaypos = compute_sway( a_co );" - "gl_Position = uPv * uMdl * vec4( swaypos, 1.0 );" + "gl_Position = uPv * vec4(uMdl * vec4(swaypos,1.0), 1.0 );" "aColour = a_colour;" "aUv = a_uv;" "aNorm = normalize(mat3(uMdl) * a_norm);" @@ -241,7 +241,7 @@ SHADER_DEFINE( shader_standard_lit, /*Include*/ VERTEX_STANDARD_ATTRIBUTES "uniform mat4 uPv;" - "uniform mat4 uMdl;" + "uniform mat4x3 uMdl;" "" "out vec4 aColour;" "out vec2 aUv;" @@ -250,7 +250,7 @@ SHADER_DEFINE( shader_standard_lit, "" "void main()" "{" - "gl_Position = uPv * uMdl * vec4( a_co, 1.0 );" + "gl_Position = uPv * vec4( uMdl * vec4(a_co,1.0), 1.0 );" "aColour = a_colour;" "aUv = a_uv;" "aNorm = mat3(uMdl) * a_norm;" @@ -289,7 +289,7 @@ SHADER_DEFINE( shader_unlit, /*Include*/ VERTEX_STANDARD_ATTRIBUTES "uniform mat4 uPv;" - "uniform mat4 uMdl;" + "uniform mat4x3 uMdl;" "" "out vec4 aColour;" "out vec2 aUv;" @@ -298,7 +298,7 @@ SHADER_DEFINE( shader_unlit, "" "void main()" "{" - "gl_Position = uPv * uMdl * vec4( a_co, 1.0 );" + "gl_Position = uPv * vec4(uMdl * vec4(a_co,1.0), 1.0);" "aColour = a_colour;" "aUv = a_uv;" "aNorm = mat3(uMdl) * a_norm;" diff --git a/scope.h b/scope.h new file mode 100644 index 0000000..8807ec9 --- /dev/null +++ b/scope.h @@ -0,0 +1,19 @@ +/* Scope debugger thing */ +#include "vg/vg_ui.h" +#include "vg/vg_platform.h" + +static struct +{ + struct scope_log + { + ui_px buffer[128]; + } + logs[10]; + +} +dev_scope; + +static void scope_watch( const char *name, float value, float min, float max ) +{ + +} -- 2.25.1