my fucking fingers
[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
10 #include "shaders/model_character_view.h"
11 #include "shaders/model_board_view.h"
12 #include "shaders/model_entity.h"
13
14 VG_STATIC void player_avatar_load( struct player_avatar *av, const char *path )
15 {
16 mdl_open( &av->meta, path, vg_mem.rtmemory );
17 mdl_load_metadata_block( &av->meta, vg_mem.rtmemory );
18 mdl_load_animation_block( &av->meta, vg_mem.rtmemory );
19 mdl_close( &av->meta );
20
21 struct skeleton *sk = &av->sk;
22 skeleton_setup( sk, vg_mem.rtmemory, &av->meta );
23
24 av->id_hip = skeleton_bone_id( sk, "hips" );
25 av->id_ik_hand_l = skeleton_bone_id( sk, "hand.IK.L" );
26 av->id_ik_hand_r = skeleton_bone_id( sk, "hand.IK.R" );
27 av->id_ik_elbow_l = skeleton_bone_id( sk, "elbow.L" );
28 av->id_ik_elbow_r = skeleton_bone_id( sk, "elbow.R" );
29 av->id_head = skeleton_bone_id( sk, "head" );
30 av->id_ik_foot_l = skeleton_bone_id( sk, "foot.IK.L" );
31 av->id_ik_foot_r = skeleton_bone_id( sk, "foot.IK.R" );
32 av->id_board = skeleton_bone_id( sk, "board" );
33 av->id_wheel_l = skeleton_bone_id( sk, "wheel.L" );
34 av->id_wheel_r = skeleton_bone_id( sk, "wheel.R" );
35 av->id_ik_knee_l = skeleton_bone_id( sk, "knee.L" );
36 av->id_ik_knee_r = skeleton_bone_id( sk, "knee.R" );
37 }
38
39 /* TODO: Standard model load */
40
41 VG_STATIC void player_model_load( struct player_model *mdl, const char *path )
42 {
43 vg_linear_clear( vg_mem.scratch );
44
45 mdl_context ctx;
46 mdl_open( &ctx, path, vg_mem.scratch );
47 mdl_load_metadata_block( &ctx, vg_mem.scratch );
48
49 if( !mdl_arrcount( &ctx.textures ) )
50 vg_fatal_error( "No texture in player model" );
51
52 mdl_texture *tex0 = mdl_arritm( &ctx.textures, 0 );
53 void *data = vg_linear_alloc( vg_mem.scratch, tex0->file.pack_size );
54 mdl_fread_pack_file( &ctx, &tex0->file, data );
55
56 vg_tex2d_load_qoi_async( data, tex0->file.pack_size,
57 VG_TEX2D_NEAREST|VG_TEX2D_CLAMP,
58 &mdl->texture );
59
60 mdl_async_load_glmesh( &ctx, &mdl->mesh );
61 mdl_close( &ctx );
62 }
63
64 /* TODO: allow error handling */
65 VG_STATIC void player_board_load( struct player_board *mdl, const char *path )
66 {
67 vg_linear_clear( vg_mem.scratch );
68
69 mdl_context ctx;
70 mdl_open( &ctx, path, vg_mem.scratch );
71 mdl_load_metadata_block( &ctx, vg_mem.scratch );
72
73 mdl_array_ptr markers;
74 mdl_load_array( &ctx, &markers, "ent_marker", vg_mem.scratch );
75
76 if( !mdl_arrcount( &ctx.textures ) )
77 vg_fatal_error( "No texture in board model" );
78
79 mdl_texture *tex0 = mdl_arritm( &ctx.textures, 0 );
80 void *data = vg_linear_alloc( vg_mem.scratch, tex0->file.pack_size );
81 mdl_fread_pack_file( &ctx, &tex0->file, data );
82
83 vg_tex2d_load_qoi_async( data, tex0->file.pack_size,
84 VG_TEX2D_CLAMP|VG_TEX2D_NEAREST,
85 &mdl->texture );
86
87 mdl_async_load_glmesh( &ctx, &mdl->mesh );
88 mdl_close( &ctx );
89
90 for( int i=0; i<4; i++ )
91 mdl->wheels[i].indice_count = 0;
92 for( int i=0; i<2; i++ )
93 mdl->trucks[i].indice_count = 0;
94 mdl->board.indice_count = 0;
95
96 for( u32 i=0; i<mdl_arrcount(&ctx.meshs); i++ ){
97 mdl_mesh *mesh = mdl_arritm( &ctx.meshs, i );
98
99 if( mdl_entity_id_type( mesh->entity_id ) != k_ent_marker )
100 continue;
101
102 u32 index = mdl_entity_id_id( mesh->entity_id );
103 ent_marker *marker = mdl_arritm( &markers, index );
104
105 mdl_submesh *sm0 = mdl_arritm( &ctx.submeshs, mesh->submesh_start );
106
107 const char *alias = mdl_pstr( &ctx, marker->pstr_alias );
108 u32 lr = marker->transform.co[0] > 0.0f? 1: 0,
109 fb = marker->transform.co[2] > 0.0f? 0: 1;
110
111 if( !strcmp( alias, "wheel" ) ){
112 u32 id = fb<<1 | lr;
113 mdl->wheels[ id ] = *sm0;
114 v3_copy( marker->transform.co, mdl->wheel_positions[ id ] );
115 }
116 else if( !strcmp( alias, "board" ) ){
117 mdl->board = *sm0;
118 v3_copy( marker->transform.co, mdl->board_position );
119 }
120 else if( !strcmp( alias, "truck" ) ){
121 mdl->trucks[ fb ] = *sm0;
122 v3_copy( marker->transform.co, mdl->truck_positions[ fb ] );
123 }
124 }
125 }
126
127 VG_STATIC void player_board_unload( struct player_board *mdl )
128 {
129 mesh_free( &mdl->mesh );
130 glDeleteTextures( 1, &mdl->texture );
131 }
132
133 VG_STATIC void player__pre_render( player_instance *player )
134 {
135 if( _player_animate[ player->subsystem ] ){
136 player_animation res;
137 _player_animate[ player->subsystem ]( player, &res );
138
139 m4x3f transform;
140 q_m3x3( res.root_q, transform );
141 v3_copy( res.root_co, transform[3] );
142
143 struct skeleton *sk = &player->playeravatar->sk;
144
145 if( player->holdout_time > 0.0f ){
146 skeleton_lerp_pose( sk, res.pose, player->holdout_pose,
147 player->holdout_time, res.pose );
148 player->holdout_time -= vg.time_frame_delta * 2.0f;
149 }
150
151 skeleton_apply_pose( sk, res.pose, k_anim_apply_defer_ik );
152 skeleton_apply_ik_pass( sk );
153 skeleton_apply_pose( sk, res.pose, k_anim_apply_deffered_only );
154 skeleton_apply_inverses( sk );
155 skeleton_apply_transform( sk, transform );
156
157 skeleton_debug( sk );
158 }
159
160 if( _player_post_animate[ player->subsystem ] )
161 _player_post_animate[ player->subsystem ]( player );
162
163 struct player_avatar *av = player->playeravatar;
164 struct player_board *board = player_get_player_board( player );
165
166 v3f vp0, vp1;
167
168 if( board ){
169 v3_copy((v3f){0.0f,0.1f, board->truck_positions[0][2]}, vp0 );
170 v3_copy((v3f){0.0f,0.1f, board->truck_positions[1][2]}, vp1 );
171 }
172 else{
173 v3_zero( vp0 );
174 v3_zero( vp1 );
175 }
176
177 struct ub_world_lighting *ubo = &get_active_world()->ub_lighting;
178 m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, ubo->g_board_0 );
179 m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, ubo->g_board_1 );
180
181 if( player->immobile ){
182 player__cam_iterate( player );
183 return;
184 }
185
186 if( player->rewinding ){
187 if( player->rewind_time <= 0.0f ){
188 double taken = vg.time - player->rewind_start;
189 vg_success( "Rewind took (rt, pt, tl): %f, %f, %f\n",
190 taken, player->rewind_predicted_time,
191 player->rewind_total_length );
192
193 player->rewinding = 0;
194 player->rewind_length = 1;
195 player->rewind_total_length = 0.0f;
196 player->rewind_accum = 0.0f;
197 world_global.sky_target_rate = 1.0;
198 world_global.time = world_global.last_use;
199 }
200 else{
201 world_global.sky_target_rate = -100.0;
202
203 float budget = vg.time_delta,
204 overall_length = player->rewind_length;
205
206 for( int i=0; (i<10)&&(player->rewind_time>0.0f)&&(budget>0.0f); i++ ){
207 /* Interpolate frames */
208 int i0 = floorf( player->rewind_time ),
209 i1 = VG_MIN( i0+1, player->rewind_length-1 );
210
211 struct rewind_frame *fr = &player->rewind_buffer[i0],
212 *fr1 = &player->rewind_buffer[i1];
213
214 float dist = vg_maxf( v3_dist( fr->pos, fr1->pos ), 0.001f ),
215 subl = vg_fractf( player->rewind_time ) + 0.001f,
216
217 sramp = 3.0f-(1.0f/(0.4f+0.4f*player->rewind_time)),
218 speed = sramp*28.0f + 0.5f*player->rewind_time,
219 mod = speed * (budget / dist),
220
221 advl = vg_minf( mod, subl ),
222 advt = (advl / mod) * budget;
223
224 player->dist_accum += speed * advt;
225 player->rewind_time -= advl;
226 budget -= advt;
227 }
228
229 player->rewind_time = vg_maxf( 0.0f, player->rewind_time );
230
231 float current_time = vg.time - player->rewind_start,
232 remaining = player->rewind_predicted_time - current_time;
233
234 if( player->rewind_sound_wait ){
235 if( player->rewind_predicted_time >= 6.5f ){
236 if( remaining <= 6.5f ){
237 audio_lock();
238 audio_oneshot( &audio_rewind[3], 1.0f, 0.0f );
239 audio_unlock();
240 player->rewind_sound_wait = 0;
241 }
242 }
243 else if( player->rewind_predicted_time >= 2.5f ){
244 if( remaining <= 2.5f ){
245 audio_lock();
246 audio_oneshot( &audio_rewind[2], 1.0f, 0.0f );
247 audio_unlock();
248 player->rewind_sound_wait = 0;
249 }
250 }
251 else if( player->rewind_predicted_time >= 1.5f ){
252 if( remaining <= 1.5f ){
253 audio_lock();
254 audio_oneshot( &audio_rewind[1], 1.0f, 0.0f );
255 audio_unlock();
256 player->rewind_sound_wait = 0;
257 }
258 }
259 }
260
261 int i0 = floorf( player->rewind_time ),
262 i1 = VG_MIN( i0+1, player->rewind_length-1 );
263
264 struct rewind_frame *fr = &player->rewind_buffer[i0],
265 *fr1 = &player->rewind_buffer[i1];
266
267 float sub = vg_fractf(player->rewind_time);
268
269 v3_lerp( fr->pos, fr1->pos, sub, player->cam_override_pos );
270 player->cam_override_angles[0] =
271 vg_alerpf( fr->ang[0], fr1->ang[0], sub );
272 player->cam_override_angles[1] =
273 vg_lerpf ( fr->ang[1], fr1->ang[1], sub );
274 player->cam_override_fov = player->cam.fov;
275
276 float blend = player->rewind_time * 0.25f;
277 player->cam_override_strength = vg_clampf( blend, 0.0f, 1.0f );
278 }
279 }
280 else player->cam_override_strength = 0.0f;
281
282 player__cam_iterate( player );
283 }
284
285 enum board_shader{
286 k_board_shader_player,
287 k_board_shader_entity
288 };
289
290 VG_STATIC void render_board( camera *cam, world_instance *world,
291 struct player_board *board, m4x3f root,
292 enum board_shader shader )
293 {
294 if( !board ) return;
295
296 v3f inverse;
297
298 glActiveTexture( GL_TEXTURE0 );
299 glBindTexture( GL_TEXTURE_2D, board->texture );
300
301 if( shader == k_board_shader_player ){
302 shader_model_board_view_use();
303 shader_model_board_view_uTexMain( 0 );
304 shader_model_board_view_uCamera( cam->transform[3] );
305 shader_model_board_view_uPv( cam->mtx.pv );
306 shader_model_board_view_uTexSceneDepth( 1 );
307
308 render_fb_inverse_ratio( gpipeline.fb_main, inverse );
309
310 inverse[2] = main_camera.farz-main_camera.nearz;
311
312 shader_model_board_view_uInverseRatioDepth( inverse );
313 render_fb_inverse_ratio( NULL, inverse );
314 inverse[2] = cam->farz-cam->nearz;
315 shader_model_board_view_uInverseRatioMain( inverse );
316
317 world_link_lighting_ub( world, _shader_model_board_view.id );
318 world_bind_position_texture( world, _shader_model_board_view.id,
319 _uniform_model_board_view_g_world_depth, 2 );
320 world_bind_light_array( world, _shader_model_board_view.id,
321 _uniform_model_board_view_uLightsArray, 3 );
322 world_bind_light_index( world, _shader_model_board_view.id,
323 _uniform_model_board_view_uLightsIndex, 4 );
324 }
325 else if( shader == k_board_shader_entity ){
326 shader_model_entity_use();
327 shader_model_entity_uTexMain( 0 );
328 shader_model_entity_uCamera( cam->transform[3] );
329 shader_model_entity_uPv( cam->mtx.pv );
330
331 world_link_lighting_ub( world, _shader_model_entity.id );
332 world_bind_position_texture( world, _shader_model_entity.id,
333 _uniform_model_entity_g_world_depth, 2 );
334 world_bind_light_array( world, _shader_model_entity.id,
335 _uniform_model_entity_uLightsArray, 3 );
336 world_bind_light_index( world, _shader_model_entity.id,
337 _uniform_model_entity_uLightsIndex, 4 );
338 }
339
340 mesh_bind( &board->mesh );
341
342 m4x4f m4mdl;
343
344 if( board->board.indice_count ){
345 m4x3f mlocal;
346 m3x3_identity( mlocal );
347 v3_copy( board->board_position, mlocal[3] );
348 m4x3_mul( root, mlocal, mlocal );
349
350 if( shader == k_board_shader_entity ){
351 /* TODO: provide a way to supply previous mdl mtx? */
352 m4x3_expand( mlocal, m4mdl );
353 m4x4_mul( cam->mtx_prev.pv, m4mdl, m4mdl );
354 shader_model_entity_uPvmPrev( m4mdl );
355 shader_model_entity_uMdl( mlocal );
356 }
357 else
358 shader_model_board_view_uMdl( mlocal );
359
360 mdl_draw_submesh( &board->board );
361 }
362
363 for( int i=0; i<2; i++ ){
364 if( !board->trucks[i].indice_count )
365 continue;
366
367 m4x3f mlocal;
368 m3x3_identity( mlocal );
369 v3_copy( board->truck_positions[i], mlocal[3] );
370 m4x3_mul( root, mlocal, mlocal );
371
372 if( shader == k_board_shader_entity ){
373 m4x3_expand( mlocal, m4mdl );
374 m4x4_mul( cam->mtx_prev.pv, m4mdl, m4mdl );
375 shader_model_entity_uPvmPrev( m4mdl );
376 shader_model_entity_uMdl( mlocal );
377 }
378 else
379 shader_model_board_view_uMdl( mlocal );
380
381 mdl_draw_submesh( &board->trucks[i] );
382 }
383
384 for( int i=0; i<4; i++ ){
385 if( !board->wheels[i].indice_count )
386 continue;
387
388 m4x3f mlocal;
389 m3x3_identity( mlocal );
390 v3_copy( board->wheel_positions[i], mlocal[3] );
391 m4x3_mul( root, mlocal, mlocal );
392
393 if( shader == k_board_shader_entity ){
394 m4x3_expand( mlocal, m4mdl );
395 m4x4_mul( cam->mtx_prev.pv, m4mdl, m4mdl );
396 shader_model_entity_uPvmPrev( m4mdl );
397 shader_model_entity_uMdl( mlocal );
398 }
399 else
400 shader_model_board_view_uMdl( mlocal );
401
402 mdl_draw_submesh( &board->wheels[i] );
403 }
404 }
405
406 PLAYER_API void player__render( camera *cam, player_instance *player )
407 {
408 shader_model_character_view_use();
409
410 glActiveTexture( GL_TEXTURE0 );
411 glBindTexture( GL_TEXTURE_2D, player->playermodel->texture );
412 shader_model_character_view_uTexMain( 0 );
413 shader_model_character_view_uCamera( cam->transform[3] );
414 shader_model_character_view_uPv( cam->mtx.pv );
415 shader_model_character_view_uTexSceneDepth( 1 );
416 render_fb_bind_texture( gpipeline.fb_main, 2, 1 );
417 v3f inverse;
418 render_fb_inverse_ratio( gpipeline.fb_main, inverse );
419 inverse[2] = main_camera.farz-main_camera.nearz;
420
421 shader_model_character_view_uInverseRatioDepth( inverse );
422 render_fb_inverse_ratio( NULL, inverse );
423 inverse[2] = cam->farz-cam->nearz;
424 shader_model_character_view_uInverseRatioMain( inverse );
425
426 world_instance *world = get_active_world();
427 world_link_lighting_ub( world, _shader_model_character_view.id );
428 world_bind_position_texture( world, _shader_model_character_view.id,
429 _uniform_model_character_view_g_world_depth, 2 );
430 world_bind_light_array( world, _shader_model_character_view.id,
431 _uniform_model_character_view_uLightsArray, 3 );
432 world_bind_light_index( world, _shader_model_character_view.id,
433 _uniform_model_character_view_uLightsIndex, 4 );
434
435 glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms,
436 player->playeravatar->sk.bone_count,
437 0,
438 (float *)player->playeravatar->sk.final_mtx );
439
440 mesh_bind( &player->playermodel->mesh );
441 mesh_draw( &player->playermodel->mesh );
442
443 struct player_board *board = player_get_player_board( player );
444
445 render_board( cam, world, board, player->playeravatar->sk.final_mtx[
446 player->playeravatar->id_board],
447 k_board_shader_player );
448 }
449
450 #endif /* PLAYER_RENDER_C */