Files
Dawn/src/vn/vncharacter.c

185 lines
5.1 KiB
C

/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "vncharacter.h"
void vnCharacterInit(vncharacter_t *character, texture_t *texture) {
character->x = 0;
character->y = 0;
character->z = 0;
character->yaw = 0;
character->pitch = 0;
character->roll = 0;
character->scaleX = 1;
character->scaleY = 1;
character->layerCount = 0;
character->texture = texture;
character->layerEyes = 0xFF;
character->layerMouth = 0xFF;
character->layerEyebrows = 0xFF;
character->breathing = true;
character->blinkStart = 0;
// Init the primitive.
primitiveInit(&character->primitive,
QUAD_VERTICE_COUNT * VN_CHARACTER_LAYERS_MAX,
QUAD_INDICE_COUNT * VN_CHARACTER_LAYERS_MAX
);
}
void vnCharacterUpdate(vncharacter_t *character, engine_t *engine) {
float t, n;
float speed, amount;
// Setup frames based on the emotion.
if(character->layerEyes != 0xFF) {
n = (engine->time.current-character->blinkStart)*VN_CHARACTER_BLINK_SPEED;
if(n > 1.0f) {
character->blinkStart = engine->time.current + randFloatRange(
1, VN_CHARACTER_BLINK_TIME_RANGE_MAX
);
} else if(n > 0) {
n = (
easeInQuad(animForwardAndBackwardScaled(n)) *
character->layers[character->layerEyes].frames
);
vnCharacterLayerSetFrame(character, character->layerEyes, (int32_t)n);
}
}
// mouth = character->emotion % 0x04;
// eyes = (character->emotion/0x04) % 0x04;
// eyebrows = ((character->emotion/0x04)/0x04) % 0x05;
// _vnCharacterFaceBuffer(character, eyebrows, VN_CHARACTER_QUAD_EYEBROWS);
// _vnCharacterFaceBuffer(character, eyes, VN_CHARACTER_QUAD_EYES);
// mouth *= VN_CHARACTER_TALKING_FRAME_COUNT;
// if(character->talking) {
// t = animForwardAndBackwardScaled(mathModFloat(
// engine->time.current * animTimeScaleFromFrameTime(3, 0.2f), 1.0f
// ));
// mouth += (uint8_t)(t * VN_CHARACTER_TALKING_FRAME_COUNT);
// }
// _vnCharacterFaceBuffer(character, mouth, VN_CHARACTER_QUAD_MOUTH);
// float n;
// // Update the blinking frames
// n = (engine->time.current - character->blinkStart) * 3.0f;
// if(n > 1.0f) {
// character->blinkStart = engine->time.current + randFloatRange(
// 1, VN_CHARACTER_BLINK_TIME_RANGE_MAX
// );
// } else if(n > 0) {
// n = easeInQuad(easeTimeToForwardAndBackward(n) * 4);
// _vnCharacterFaceBuffer(character,
// (int32_t)n, 1, VN_CHARACTER_QUAD_EYES
// );
// }
// if(character->talking) {
// n = easeTimeToForwardAndBackward(
// mathModFloat(engine->time.current * 1.6, 1)
// ) * 6.0f;
// _vnCharacterFaceBuffer(character,
// (int32_t)n, 2, VN_CHARACTER_QUAD_MOUTH
// );
// } else {
// _vnCharacterFaceBuffer(character,
// 0, 2, VN_CHARACTER_QUAD_MOUTH
// );
// }
// Update the scale frames for breathing / talk breathing
if(character->breathing) {
speed = 0.2f;
amount = 90.0f;
t = animForwardAndBackwardScaled(
mathModFloat(engine->time.current, 1 / speed) * speed
);
t = easeInOutQuad(t) / amount - (1/(amount*2));
character->scaleX = 1 + t;
character->scaleY = 1 - t;
} else {
character->scaleX = 1;
character->scaleY = 1;
}
}
uint8_t vnCharacterLayerAdd(vncharacter_t *character,
uint8_t frames,
int16_t lx, int16_t ly,
int16_t x, int16_t y,
int16_t width, int16_t height
) {
uint8_t i;
vncharacterlayer_t *layer;
i = character->layerCount++;
layer = character->layers + i;
layer->frames = frames;
layer->lx = lx;
layer->ly = ly;
layer->x = x;
layer->y =y;
layer->width = width;
layer->height = height;
vnCharacterLayerSetFrame(character, i, 0);
return i;
}
void vnCharacterLayerSetFrame(vncharacter_t *character, uint8_t l, uint8_t f) {
vncharacterlayer_t *layer;
vncharacterlayer_t *base;
layer = character->layers + l;
base = character->layers;
f = f % layer->frames;
float ps = 1.0f / (float)base->height;
float tpx = 1.0f / (float)character->texture->width;
float tpy = 1.0f / (float)character->texture->height;
int32_t x = layer->x - (base->width / 2);
int32_t y = layer->y + (base->height / 2);
int32_t tx = layer->lx + (layer->width * f);
quadBuffer(&character->primitive, 0.001f * (float)l,
(float)x * ps, 1 - (float)y * ps,
(float)tx * tpx,
(float)layer->ly * tpy,
(float)(x + layer->width) * ps,
1 - (float)(y + layer->height) * ps,
(float)(tx + layer->width) * tpx,
(float)(layer->ly + layer->height) * tpy,
l * QUAD_VERTICE_COUNT, l * QUAD_INDICE_COUNT
);
}
void vnCharacterRender(
vncharacter_t *character, shader_t *shader,
shaderuniform_t uniformModel, shaderuniform_t uniformTexture
) {
shaderUsePositionAndScale(shader, uniformModel,
character->x, character->y, character->z,
character->pitch, character->yaw, character->roll,
character->scaleX, character->scaleY, 1
);
shaderUseTexture(shader, uniformTexture, character->texture);
primitiveDraw(
&character->primitive, 0, character->layerCount * QUAD_INDICE_COUNT
);
}
void vnCharacterDispose(vncharacter_t *character) {
primitiveDispose(&character->primitive);
}