basic replayable replays
[carveJwlIkooP6JGAAIwe30JlM.git] / player_render.c
1 #ifndef PLAYER_RENDER_C
2 #define PLAYER_RENDER_C
3
4 #include "player.h"
5 #include "player_render.h"
6 #include "camera.h"
7 #include "player_model.h"
8 #include "ent_skateshop.h"
9 #include "audio.h"
10
11 #include "shaders/model_character_view.h"
12 #include "shaders/model_board_view.h"
13 #include "shaders/model_entity.h"
14
15 VG_STATIC void player_avatar_load( struct player_avatar *av, const char *path )
16 {
17 mdl_open( &av->meta, path, vg_mem.rtmemory );
18 mdl_load_metadata_block( &av->meta, vg_mem.rtmemory );
19 mdl_load_animation_block( &av->meta, vg_mem.rtmemory );
20 mdl_close( &av->meta );
21
22 struct skeleton *sk = &av->sk;
23 skeleton_setup( sk, vg_mem.rtmemory, &av->meta );
24
25 av->id_hip = skeleton_bone_id( sk, "hips" );
26 av->id_ik_hand_l = skeleton_bone_id( sk, "hand.IK.L" );
27 av->id_ik_hand_r = skeleton_bone_id( sk, "hand.IK.R" );
28 av->id_ik_elbow_l = skeleton_bone_id( sk, "elbow.L" );
29 av->id_ik_elbow_r = skeleton_bone_id( sk, "elbow.R" );
30 av->id_head = skeleton_bone_id( sk, "head" );
31 av->id_ik_foot_l = skeleton_bone_id( sk, "foot.IK.L" );
32 av->id_ik_foot_r = skeleton_bone_id( sk, "foot.IK.R" );
33 av->id_board = skeleton_bone_id( sk, "board" );
34 av->id_wheel_l = skeleton_bone_id( sk, "wheel.L" );
35 av->id_wheel_r = skeleton_bone_id( sk, "wheel.R" );
36 av->id_ik_knee_l = skeleton_bone_id( sk, "knee.L" );
37 av->id_ik_knee_r = skeleton_bone_id( sk, "knee.R" );
38 }
39
40 /* TODO: Standard model load */
41
42 VG_STATIC void dynamic_model_load( mdl_context *ctx,
43 struct dynamic_model_1texture *mdl,
44 const char *path )
45 {
46 if( !mdl_arrcount( &ctx->textures ) )
47 vg_fatal_error( "No texture in model" );
48
49 mdl_texture *tex0 = mdl_arritm( &ctx->textures, 0 );
50 void *data = vg_linear_alloc( vg_mem.scratch, tex0->file.pack_size );
51 mdl_fread_pack_file( ctx, &tex0->file, data );
52
53 vg_tex2d_load_qoi_async( data, tex0->file.pack_size,
54 VG_TEX2D_NEAREST|VG_TEX2D_CLAMP,
55 &mdl->texture );
56
57 mdl_async_load_glmesh( ctx, &mdl->mesh );
58 }
59
60 VG_STATIC void dynamic_model_unload( struct dynamic_model_1texture *mdl ){
61 mesh_free( &mdl->mesh );
62 glDeleteTextures( 1, &mdl->texture );
63 }
64
65 /* TODO: allow error handling */
66 VG_STATIC void player_board_load( struct player_board *board,
67 const char *path ){
68
69 vg_linear_clear( vg_mem.scratch );
70
71 mdl_context ctx;
72 mdl_open( &ctx, path, vg_mem.scratch );
73 mdl_load_metadata_block( &ctx, vg_mem.scratch );
74
75 dynamic_model_load( &ctx, &board->mdl, path );
76
77 mdl_array_ptr markers;
78 mdl_load_array( &ctx, &markers, "ent_marker", vg_mem.scratch );
79
80 /* TODO: you get put into a new section, the above is standard mdl loads. */
81 for( int i=0; i<4; i++ )
82 board->wheels[i].indice_count = 0;
83 for( int i=0; i<2; i++ )
84 board->trucks[i].indice_count = 0;
85 board->board.indice_count = 0;
86
87 for( u32 i=0; i<mdl_arrcount(&ctx.meshs); i++ ){
88 mdl_mesh *mesh = mdl_arritm( &ctx.meshs, i );
89
90 if( mdl_entity_id_type( mesh->entity_id ) != k_ent_marker )
91 continue;
92
93 u32 index = mdl_entity_id_id( mesh->entity_id );
94 ent_marker *marker = mdl_arritm( &markers, index );
95
96 mdl_submesh *sm0 = mdl_arritm( &ctx.submeshs, mesh->submesh_start );
97
98 const char *alias = mdl_pstr( &ctx, marker->pstr_alias );
99 u32 lr = marker->transform.co[0] > 0.0f? 1: 0,
100 fb = marker->transform.co[2] > 0.0f? 0: 1;
101
102 if( !strcmp( alias, "wheel" ) ){
103 u32 id = fb<<1 | lr;
104 board->wheels[ id ] = *sm0;
105 v3_copy( marker->transform.co, board->wheel_positions[ id ] );
106 }
107 else if( !strcmp( alias, "board" ) ){
108 board->board = *sm0;
109 v3_copy( marker->transform.co, board->board_position );
110 }
111 else if( !strcmp( alias, "truck" ) ){
112 board->trucks[ fb ] = *sm0;
113 v3_copy( marker->transform.co, board->truck_positions[ fb ] );
114 }
115 }
116
117 mdl_close( &ctx );
118 }
119
120 VG_STATIC void player_board_unload( struct player_board *board ){
121 dynamic_model_unload( &board->mdl );
122 }
123
124 VG_STATIC void player_model_load( struct player_model *board, const char *path){
125 vg_linear_clear( vg_mem.scratch );
126
127 mdl_context ctx;
128 mdl_open( &ctx, path, vg_mem.scratch );
129 mdl_load_metadata_block( &ctx, vg_mem.scratch );
130
131 dynamic_model_load( &ctx, &board->mdl, path );
132
133 mdl_close( &ctx );
134 }
135
136 VG_STATIC void player_model_unload( struct player_model *board ){
137 dynamic_model_unload( &board->mdl );
138 }
139
140 VG_STATIC void player_animate( player_instance *player ){
141 if( _player_animate[ player->subsystem ] ){
142 player_animation res;
143 res.type = k_player_animation_type_fk;
144
145 _player_animate[ player->subsystem ]( player, &res );
146
147 m4x3f transform;
148 q_m3x3( res.root_q, transform );
149 v3_copy( res.root_co, transform[3] );
150
151 struct skeleton *sk = &player->playeravatar->sk;
152
153 if( player->holdout_time > 0.0f ){
154 skeleton_lerp_pose( sk, res.pose, player->holdout_pose,
155 player->holdout_time, res.pose );
156 player->holdout_time -= vg.time_frame_delta * 2.0f;
157 }
158
159 if( res.type == k_player_animation_type_fk ){
160 skeleton_apply_pose( sk, res.pose, k_anim_apply_defer_ik );
161 skeleton_apply_ik_pass( sk );
162 skeleton_apply_pose( sk, res.pose, k_anim_apply_deffered_only );
163 skeleton_apply_inverses( sk );
164 skeleton_apply_transform( sk, transform );
165 }
166 else {
167 skeleton_apply_pose( sk, res.pose, k_anim_apply_absolute );
168 }
169
170 skeleton_debug( sk );
171 }
172
173 if( _player_post_animate[ player->subsystem ] )
174 _player_post_animate[ player->subsystem ]( player );
175 }
176
177 VG_STATIC void player__pre_render( player_instance *player ){
178 player->cam_override_strength = 0.0f;
179 player_animate( player );
180
181 /* dev playbacker */
182 if( k_replay_test ){
183 f64 speed = 1.0;
184 f64 target = player->replay.cursor;
185
186 if( vg_getkey( SDLK_9 ) ){
187 target -= vg.time_frame_delta * speed;
188 player->replay.control = k_replay_control_scrub;
189 replay_seek( &player->replay, target );
190 }
191 if( vg_getkey( SDLK_0 ) ){
192 target += vg.time_frame_delta * speed;
193 player->replay.control = k_replay_control_scrub;
194 replay_seek( &player->replay, target );
195 }
196
197 if( vg_getkey( SDLK_7 ) )
198 player->replay.control = k_replay_control_play;
199
200 if( player->replay.control == k_replay_control_play ){
201 target += vg.time_frame_delta;
202 replay_seek( &player->replay, target );
203 }
204
205 if( vg_getkey( SDLK_8 ) ){
206 replay_frame *prev = replay_find_recent_stateframe( &player->replay );
207
208 if( prev ){
209 /* TODO: Make gamestate_apply function / swap ... */
210 replay_gamestate *gs = replay_frame_gamestate( prev, 0 );
211
212 if( gs->system == k_player_subsystem_walk ){
213 memcpy( &player->_walk.state, &gs->walk,
214 sizeof(struct player_walk_state) );
215 }
216 else if( gs->system == k_player_subsystem_skate ){
217 memcpy( &player->_skate.state, &gs->skate,
218 sizeof(struct player_skate_state) );
219 }
220 player->subsystem = gs->system;
221
222 memcpy( &player->rb, &gs->rb, sizeof(rigidbody) );
223 v3_copy( gs->angles, player->angles );
224 v3_copy( prev->cam_pos, player->cam.pos );
225 v3_copy( prev->cam_angles, player->cam_override_angles );
226 player->cam.fov = prev->cam_fov;
227 memcpy( &player->cam_control, &gs->cam_control,
228 sizeof(struct player_cam_controller) );
229
230 /* chop end off replay */
231 prev->r = NULL;
232 player->replay.statehead = prev;
233 player->replay.head = prev;
234 player->replay.cursor_frame = prev;
235 player->replay.cursor = prev->time;
236 vg.time = prev->time;
237
238 k_replay_test = 0;
239 player__pre_render( player );
240 return;
241 }
242 }
243
244 player_animation res;
245 replay_frame *frame = player->replay.cursor_frame;
246
247 if( frame ){
248 memcpy( &res, &frame->anim, sizeof(frame->anim) );
249 memcpy( &frame->board_pose, &player->board_pose,
250 sizeof(player->board_pose) );
251 v3_copy( frame->cam_pos, player->cam_override_pos );
252 v3_copy( frame->cam_angles, player->cam_override_angles );
253 player->cam_override_fov = frame->cam_fov;
254 player->cam_override_strength = 1.0f;
255 }
256 else return;
257
258 struct skeleton *sk = &player->playeravatar->sk;
259 skeleton_apply_pose( sk, res.pose, k_anim_apply_absolute );
260 }
261 else {
262 /* replay recorder */
263 replay_buffer *replay = &player->replay;
264
265 f64 delta = 9999999.9,
266 statedelta = 9999999.9;
267
268 if( replay->head )
269 delta = vg.time - replay->head->time;
270
271 if( replay->statehead )
272 statedelta = vg.time - replay->statehead->time;
273
274 const f64 k_replay_rate = 1.0/30.0,
275 k_gamestate_rate = 0.5;
276
277 u16 gamestates = 0;
278 if( statedelta > k_gamestate_rate /* or switching */ ){
279 gamestates = 1;
280 }
281
282 if( (delta > k_replay_rate) || gamestates ){
283 replay_frame *frame = replay_newframe( replay, gamestates, 0 );
284 replay->cursor = vg.time;
285 replay->cursor_frame = frame;
286
287 player_animation *res = &frame->anim;
288 v3_zero( res->root_co );
289 q_identity( res->root_q );
290 res->type = k_player_animation_type_absolute;
291
292 struct skeleton *sk = &player->playeravatar->sk;
293 skeleton_decompose_mtx_absolute( sk, res->pose );
294
295 memcpy( &frame->board_pose, &player->board_pose,
296 sizeof(player->board_pose) );
297 frame->time = vg.time;
298 v3_copy( player->cam.pos, frame->cam_pos );
299 v3_copy( player->cam.angles, frame->cam_angles );
300 frame->cam_fov = player->cam.fov;
301
302 if( gamestates ){
303 replay_gamestate *gs = replay_frame_gamestate( frame, 0 );
304 gs->system = player->subsystem;
305
306 if( player->subsystem == k_player_subsystem_walk ){
307 memcpy( &gs->walk, &player->_walk.state,
308 sizeof(struct player_walk_state) );
309 }
310 else if( player->subsystem == k_player_subsystem_skate ){
311 memcpy( &gs->skate, &player->_skate.state,
312 sizeof(struct player_skate_state) );
313 }
314
315 memcpy( &gs->rb, &player->rb, sizeof(rigidbody) );
316 memcpy( &gs->cam_control, &player->cam_control,
317 sizeof(struct player_cam_controller) );
318 v3_copy( player->angles, gs->angles );
319 }
320 }
321 }
322
323 player__cam_iterate( player );
324
325 /* shadowing/ao info */
326 struct player_avatar *av = player->playeravatar;
327 struct player_board *board =
328 addon_cache_item_if_loaded( k_addon_type_board,
329 player->board_view_slot );
330 v3f vp0, vp1;
331 if( board ){
332 v3_copy((v3f){0.0f,0.1f, board->truck_positions[0][2]}, vp0 );
333 v3_copy((v3f){0.0f,0.1f, board->truck_positions[1][2]}, vp1 );
334 }
335 else{
336 v3_zero( vp0 );
337 v3_zero( vp1 );
338 }
339
340 struct ub_world_lighting *ubo = &world_current_instance()->ub_lighting;
341 m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, ubo->g_board_0 );
342 m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, ubo->g_board_1 );
343 }
344
345 VG_STATIC void render_board( camera *cam, world_instance *world,
346 struct player_board *board, m4x3f root,
347 struct board_pose *pose,
348 enum board_shader shader )
349 {
350 if( !board ) return;
351
352 v3f inverse;
353
354 glActiveTexture( GL_TEXTURE0 );
355 glBindTexture( GL_TEXTURE_2D, board->mdl.texture );
356
357 if( shader == k_board_shader_player ){
358 shader_model_board_view_use();
359 shader_model_board_view_uTexMain( 0 );
360 shader_model_board_view_uCamera( cam->transform[3] );
361 shader_model_board_view_uPv( cam->mtx.pv );
362 shader_model_board_view_uTexSceneDepth( 1 );
363 render_fb_bind_texture( gpipeline.fb_main, 2, 1 );
364
365 render_fb_inverse_ratio( gpipeline.fb_main, inverse );
366
367 inverse[2] = main_camera.farz-main_camera.nearz;
368
369 shader_model_board_view_uInverseRatioDepth( inverse );
370 render_fb_inverse_ratio( NULL, inverse );
371 inverse[2] = cam->farz-cam->nearz;
372 shader_model_board_view_uInverseRatioMain( inverse );
373
374 world_link_lighting_ub( world, _shader_model_board_view.id );
375 world_bind_position_texture( world, _shader_model_board_view.id,
376 _uniform_model_board_view_g_world_depth, 2 );
377 world_bind_light_array( world, _shader_model_board_view.id,
378 _uniform_model_board_view_uLightsArray, 3 );
379 world_bind_light_index( world, _shader_model_board_view.id,
380 _uniform_model_board_view_uLightsIndex, 4 );
381 }
382 else if( shader == k_board_shader_entity ){
383 shader_model_entity_use();
384 shader_model_entity_uTexMain( 0 );
385 shader_model_entity_uCamera( cam->transform[3] );
386 shader_model_entity_uPv( cam->mtx.pv );
387
388 world_link_lighting_ub( world, _shader_model_entity.id );
389 world_bind_position_texture( world, _shader_model_entity.id,
390 _uniform_model_entity_g_world_depth, 2 );
391 world_bind_light_array( world, _shader_model_entity.id,
392 _uniform_model_entity_uLightsArray, 3 );
393 world_bind_light_index( world, _shader_model_entity.id,
394 _uniform_model_entity_uLightsIndex, 4 );
395 }
396
397 mesh_bind( &board->mdl.mesh );
398
399 m4x4f m4mdl;
400
401 if( board->board.indice_count ){
402 m4x3f mlocal;
403 m3x3_identity( mlocal );
404
405 mdl_keyframe kf;
406 v3_zero( kf.co );
407 q_identity( kf.q );
408 v3_zero( kf.s );
409
410 v4f qroll;
411 q_axis_angle( qroll, (v3f){0.0f,0.0f,1.0f}, pose->lean * 0.6f );
412 keyframe_rotate_around( &kf, (v3f){0.0f,0.11f,0.0f},
413 (v3f){0.0f,0.0f,0.0f}, qroll );
414
415 v3_add( board->board_position, kf.co, mlocal[3] );
416 q_m3x3( kf.q, mlocal );
417
418 m4x3_mul( root, mlocal, mlocal );
419
420 if( shader == k_board_shader_entity ){
421 /* TODO: provide a way to supply previous mdl mtx? */
422 m4x3_expand( mlocal, m4mdl );
423 m4x4_mul( cam->mtx_prev.pv, m4mdl, m4mdl );
424 shader_model_entity_uPvmPrev( m4mdl );
425 shader_model_entity_uMdl( mlocal );
426 }
427 else
428 shader_model_board_view_uMdl( mlocal );
429
430 mdl_draw_submesh( &board->board );
431 }
432
433 for( int i=0; i<2; i++ ){
434 if( !board->trucks[i].indice_count )
435 continue;
436
437 m4x3f mlocal;
438 m3x3_identity( mlocal );
439 v3_copy( board->truck_positions[i], mlocal[3] );
440 m4x3_mul( root, mlocal, mlocal );
441
442 if( shader == k_board_shader_entity ){
443 m4x3_expand( mlocal, m4mdl );
444 m4x4_mul( cam->mtx_prev.pv, m4mdl, m4mdl );
445 shader_model_entity_uPvmPrev( m4mdl );
446 shader_model_entity_uMdl( mlocal );
447 }
448 else
449 shader_model_board_view_uMdl( mlocal );
450
451 mdl_draw_submesh( &board->trucks[i] );
452 }
453
454 for( int i=0; i<4; i++ ){
455 if( !board->wheels[i].indice_count )
456 continue;
457
458 m4x3f mlocal;
459 m3x3_identity( mlocal );
460 v3_copy( board->wheel_positions[i], mlocal[3] );
461 m4x3_mul( root, mlocal, mlocal );
462
463 if( shader == k_board_shader_entity ){
464 m4x3_expand( mlocal, m4mdl );
465 m4x4_mul( cam->mtx_prev.pv, m4mdl, m4mdl );
466 shader_model_entity_uPvmPrev( m4mdl );
467 shader_model_entity_uMdl( mlocal );
468 }
469 else
470 shader_model_board_view_uMdl( mlocal );
471
472 mdl_draw_submesh( &board->wheels[i] );
473 }
474 }
475
476 VG_STATIC void render_playermodel( camera *cam, world_instance *world,
477 struct player_model *model,
478 struct skeleton *skeleton ){
479 if( !model ) return;
480
481 shader_model_character_view_use();
482
483 glActiveTexture( GL_TEXTURE0 );
484 glBindTexture( GL_TEXTURE_2D, model->mdl.texture );
485 shader_model_character_view_uTexMain( 0 );
486 shader_model_character_view_uCamera( cam->transform[3] );
487 shader_model_character_view_uPv( cam->mtx.pv );
488 shader_model_character_view_uTexSceneDepth( 1 );
489 render_fb_bind_texture( gpipeline.fb_main, 2, 1 );
490 v3f inverse;
491 render_fb_inverse_ratio( gpipeline.fb_main, inverse );
492 inverse[2] = main_camera.farz-main_camera.nearz;
493
494 shader_model_character_view_uInverseRatioDepth( inverse );
495 render_fb_inverse_ratio( NULL, inverse );
496 inverse[2] = cam->farz-cam->nearz;
497 shader_model_character_view_uInverseRatioMain( inverse );
498
499 world_link_lighting_ub( world, _shader_model_character_view.id );
500 world_bind_position_texture( world, _shader_model_character_view.id,
501 _uniform_model_character_view_g_world_depth, 2 );
502 world_bind_light_array( world, _shader_model_character_view.id,
503 _uniform_model_character_view_uLightsArray, 3 );
504 world_bind_light_index( world, _shader_model_character_view.id,
505 _uniform_model_character_view_uLightsIndex, 4 );
506
507 glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms,
508 skeleton->bone_count,
509 0,
510 (float *)skeleton->final_mtx );
511
512 mesh_bind( &model->mdl.mesh );
513 mesh_draw( &model->mdl.mesh );
514 }
515
516 PLAYER_API void player__render( camera *cam, player_instance *player )
517 {
518 world_instance *world = world_current_instance();
519 SDL_AtomicLock( &addon_system.sl_cache_using_resources );
520
521 struct player_model *model =
522 addon_cache_item_if_loaded( k_addon_type_player,
523 player->playermodel_view_slot );
524
525 if( !model ) model = &player->fallback_model;
526 render_playermodel( cam, world, model, &player->playeravatar->sk );
527
528 struct player_board *board =
529 addon_cache_item_if_loaded( k_addon_type_board,
530 player->board_view_slot );
531
532 render_board( cam, world, board, player->playeravatar->sk.final_mtx[
533 player->playeravatar->id_board],
534 &player->board_pose,
535 k_board_shader_player );
536
537 SDL_AtomicUnlock( &addon_system.sl_cache_using_resources );
538 }
539
540 #endif /* PLAYER_RENDER_C */