start of a replay system
[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__pre_render( player_instance *player )
141 {
142 if( _player_animate[ player->subsystem ] ){
143 player_animation res;
144 res.type = k_player_animation_type_fk;
145
146 _player_animate[ player->subsystem ]( player, &res );
147
148 m4x3f transform;
149 q_m3x3( res.root_q, transform );
150 v3_copy( res.root_co, transform[3] );
151
152 struct skeleton *sk = &player->playeravatar->sk;
153
154 if( player->holdout_time > 0.0f ){
155 skeleton_lerp_pose( sk, res.pose, player->holdout_pose,
156 player->holdout_time, res.pose );
157 player->holdout_time -= vg.time_frame_delta * 2.0f;
158 }
159
160 if( res.type == k_player_animation_type_fk ){
161 skeleton_apply_pose( sk, res.pose, k_anim_apply_defer_ik );
162 skeleton_apply_ik_pass( sk );
163 skeleton_apply_pose( sk, res.pose, k_anim_apply_deffered_only );
164 skeleton_apply_inverses( sk );
165 skeleton_apply_transform( sk, transform );
166 }
167 else {
168 skeleton_apply_pose( sk, res.pose, k_anim_apply_absolute );
169 }
170
171 skeleton_debug( sk );
172 }
173
174 if( _player_post_animate[ player->subsystem ] )
175 _player_post_animate[ player->subsystem ]( player );
176
177 struct player_avatar *av = player->playeravatar;
178 struct player_board *board =
179 addon_cache_item_if_loaded( k_addon_type_board,
180 player->board_view_slot );
181
182 v3f vp0, vp1;
183
184 if( board ){
185 v3_copy((v3f){0.0f,0.1f, board->truck_positions[0][2]}, vp0 );
186 v3_copy((v3f){0.0f,0.1f, board->truck_positions[1][2]}, vp1 );
187 }
188 else{
189 v3_zero( vp0 );
190 v3_zero( vp1 );
191 }
192
193 struct ub_world_lighting *ubo = &world_current_instance()->ub_lighting;
194 m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, ubo->g_board_0 );
195 m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, ubo->g_board_1 );
196
197 if( player->immobile ){
198 player__cam_iterate( player );
199 return;
200 }
201
202 #if 0
203 if( player->rewinding ){
204 if( player->rewind_time <= 0.0f ){
205 double taken = vg.time - player->rewind_start;
206 vg_success( "Rewind took (rt, pt, tl): %f, %f, %f\n",
207 taken, player->rewind_predicted_time,
208 player->rewind_total_length );
209
210 player->rewinding = 0;
211 player->rewind_length = 1;
212 player->rewind_total_length = 0.0f;
213 player->rewind_accum = 0.0f;
214 world_render.sky_target_rate = 1.0;
215 world_static.time = world_static.last_use;
216 }
217 else{
218 world_render.sky_target_rate = -100.0;
219
220 float budget = vg.time_delta,
221 overall_length = player->rewind_length;
222
223 for( int i=0; (i<10)&&(player->rewind_time>0.0f)&&(budget>0.0f); i++ ){
224 /* Interpolate frames */
225 int i0 = floorf( player->rewind_time ),
226 i1 = VG_MIN( i0+1, player->rewind_length-1 );
227
228 struct rewind_frame *fr = &player->rewind_buffer[i0],
229 *fr1 = &player->rewind_buffer[i1];
230
231 float dist = vg_maxf( v3_dist( fr->pos, fr1->pos ), 0.001f ),
232 subl = vg_fractf( player->rewind_time ) + 0.001f,
233
234 sramp = 3.0f-(1.0f/(0.4f+0.4f*player->rewind_time)),
235 speed = sramp*28.0f + 0.5f*player->rewind_time,
236 mod = speed * (budget / dist),
237
238 advl = vg_minf( mod, subl ),
239 advt = (advl / mod) * budget;
240
241 player->dist_accum += speed * advt;
242 player->rewind_time -= advl;
243 budget -= advt;
244 }
245
246 player->rewind_time = vg_maxf( 0.0f, player->rewind_time );
247
248 float current_time = vg.time - player->rewind_start,
249 remaining = player->rewind_predicted_time - current_time;
250
251 if( player->rewind_sound_wait ){
252 if( player->rewind_predicted_time >= 6.5f ){
253 if( remaining <= 6.5f ){
254 audio_lock();
255 audio_oneshot( &audio_rewind[3], 1.0f, 0.0f );
256 audio_unlock();
257 player->rewind_sound_wait = 0;
258 }
259 }
260 else if( player->rewind_predicted_time >= 2.5f ){
261 if( remaining <= 2.5f ){
262 audio_lock();
263 audio_oneshot( &audio_rewind[2], 1.0f, 0.0f );
264 audio_unlock();
265 player->rewind_sound_wait = 0;
266 }
267 }
268 else if( player->rewind_predicted_time >= 1.5f ){
269 if( remaining <= 1.5f ){
270 audio_lock();
271 audio_oneshot( &audio_rewind[1], 1.0f, 0.0f );
272 audio_unlock();
273 player->rewind_sound_wait = 0;
274 }
275 }
276 }
277
278 int i0 = floorf( player->rewind_time ),
279 i1 = VG_MIN( i0+1, player->rewind_length-1 );
280
281 struct rewind_frame *fr = &player->rewind_buffer[i0],
282 *fr1 = &player->rewind_buffer[i1];
283
284 float sub = vg_fractf(player->rewind_time);
285
286 v3_lerp( fr->pos, fr1->pos, sub, player->cam_override_pos );
287 player->cam_override_angles[0] =
288 vg_alerpf( fr->ang[0], fr1->ang[0], sub );
289 player->cam_override_angles[1] =
290 vg_lerpf ( fr->ang[1], fr1->ang[1], sub );
291 player->cam_override_fov = player->cam.fov;
292
293 float blend = player->rewind_time * 0.25f;
294 player->cam_override_strength = vg_clampf( blend, 0.0f, 1.0f );
295 }
296 }
297 else player->cam_override_strength = 0.0f;
298 #else
299 player->cam_override_strength = 0.0f;
300 #endif
301
302 player__cam_iterate( player );
303
304 /* dev playbacker */
305 if( k_replay_test ){
306 f64 speed = 1.0;
307 f64 target = player->replay.cursor;
308
309 if( vg_getkey( SDLK_9 ) )
310 target -= vg.time_frame_delta * speed;
311 if( vg_getkey( SDLK_0 ) )
312 target += vg.time_frame_delta * speed;
313
314 replay_seek( &player->replay, target );
315
316 player_animation res;
317 replay_frame *frame = player->replay.cursor_frame;
318
319 if( frame ){
320 memcpy( &res, &frame->anim, sizeof(frame->anim) );
321 memcpy( &frame->board_pose, &player->board_pose,
322 sizeof(player->board_pose) );
323 }
324 else return;
325
326 struct skeleton *sk = &player->playeravatar->sk;
327 skeleton_apply_pose( sk, res.pose, k_anim_apply_absolute );
328 }
329 else {
330 /* replay recorder */
331 replay_buffer *replay = &player->replay;
332 f64 delta = vg.time - replay->cursor;
333 if( delta > (1.0/30.0) ){
334 replay->cursor = vg.time;
335 replay_frame *frame = replay_newframe( replay );
336
337 player_animation *res = &frame->anim;
338 v3_zero( res->root_co );
339 q_identity( res->root_q );
340 res->type = k_player_animation_type_absolute;
341
342 struct skeleton *sk = &player->playeravatar->sk;
343 skeleton_decompose_mtx_absolute( sk, res->pose );
344
345 memcpy( &frame->board_pose, &player->board_pose,
346 sizeof(player->board_pose) );
347 frame->time = vg.time;
348 }
349 }
350 }
351
352 VG_STATIC void render_board( camera *cam, world_instance *world,
353 struct player_board *board, m4x3f root,
354 struct board_pose *pose,
355 enum board_shader shader )
356 {
357 if( !board ) return;
358
359 v3f inverse;
360
361 glActiveTexture( GL_TEXTURE0 );
362 glBindTexture( GL_TEXTURE_2D, board->mdl.texture );
363
364 if( shader == k_board_shader_player ){
365 shader_model_board_view_use();
366 shader_model_board_view_uTexMain( 0 );
367 shader_model_board_view_uCamera( cam->transform[3] );
368 shader_model_board_view_uPv( cam->mtx.pv );
369 shader_model_board_view_uTexSceneDepth( 1 );
370 render_fb_bind_texture( gpipeline.fb_main, 2, 1 );
371
372 render_fb_inverse_ratio( gpipeline.fb_main, inverse );
373
374 inverse[2] = main_camera.farz-main_camera.nearz;
375
376 shader_model_board_view_uInverseRatioDepth( inverse );
377 render_fb_inverse_ratio( NULL, inverse );
378 inverse[2] = cam->farz-cam->nearz;
379 shader_model_board_view_uInverseRatioMain( inverse );
380
381 world_link_lighting_ub( world, _shader_model_board_view.id );
382 world_bind_position_texture( world, _shader_model_board_view.id,
383 _uniform_model_board_view_g_world_depth, 2 );
384 world_bind_light_array( world, _shader_model_board_view.id,
385 _uniform_model_board_view_uLightsArray, 3 );
386 world_bind_light_index( world, _shader_model_board_view.id,
387 _uniform_model_board_view_uLightsIndex, 4 );
388 }
389 else if( shader == k_board_shader_entity ){
390 shader_model_entity_use();
391 shader_model_entity_uTexMain( 0 );
392 shader_model_entity_uCamera( cam->transform[3] );
393 shader_model_entity_uPv( cam->mtx.pv );
394
395 world_link_lighting_ub( world, _shader_model_entity.id );
396 world_bind_position_texture( world, _shader_model_entity.id,
397 _uniform_model_entity_g_world_depth, 2 );
398 world_bind_light_array( world, _shader_model_entity.id,
399 _uniform_model_entity_uLightsArray, 3 );
400 world_bind_light_index( world, _shader_model_entity.id,
401 _uniform_model_entity_uLightsIndex, 4 );
402 }
403
404 mesh_bind( &board->mdl.mesh );
405
406 m4x4f m4mdl;
407
408 if( board->board.indice_count ){
409 m4x3f mlocal;
410 m3x3_identity( mlocal );
411
412 mdl_keyframe kf;
413 v3_zero( kf.co );
414 q_identity( kf.q );
415 v3_zero( kf.s );
416
417 v4f qroll;
418 q_axis_angle( qroll, (v3f){0.0f,0.0f,1.0f}, pose->lean * 0.6f );
419 keyframe_rotate_around( &kf, (v3f){0.0f,0.11f,0.0f},
420 (v3f){0.0f,0.0f,0.0f}, qroll );
421
422 v3_add( board->board_position, kf.co, mlocal[3] );
423 q_m3x3( kf.q, mlocal );
424
425 m4x3_mul( root, mlocal, mlocal );
426
427 if( shader == k_board_shader_entity ){
428 /* TODO: provide a way to supply previous mdl mtx? */
429 m4x3_expand( mlocal, m4mdl );
430 m4x4_mul( cam->mtx_prev.pv, m4mdl, m4mdl );
431 shader_model_entity_uPvmPrev( m4mdl );
432 shader_model_entity_uMdl( mlocal );
433 }
434 else
435 shader_model_board_view_uMdl( mlocal );
436
437 mdl_draw_submesh( &board->board );
438 }
439
440 for( int i=0; i<2; i++ ){
441 if( !board->trucks[i].indice_count )
442 continue;
443
444 m4x3f mlocal;
445 m3x3_identity( mlocal );
446 v3_copy( board->truck_positions[i], mlocal[3] );
447 m4x3_mul( root, mlocal, mlocal );
448
449 if( shader == k_board_shader_entity ){
450 m4x3_expand( mlocal, m4mdl );
451 m4x4_mul( cam->mtx_prev.pv, m4mdl, m4mdl );
452 shader_model_entity_uPvmPrev( m4mdl );
453 shader_model_entity_uMdl( mlocal );
454 }
455 else
456 shader_model_board_view_uMdl( mlocal );
457
458 mdl_draw_submesh( &board->trucks[i] );
459 }
460
461 for( int i=0; i<4; i++ ){
462 if( !board->wheels[i].indice_count )
463 continue;
464
465 m4x3f mlocal;
466 m3x3_identity( mlocal );
467 v3_copy( board->wheel_positions[i], mlocal[3] );
468 m4x3_mul( root, mlocal, mlocal );
469
470 if( shader == k_board_shader_entity ){
471 m4x3_expand( mlocal, m4mdl );
472 m4x4_mul( cam->mtx_prev.pv, m4mdl, m4mdl );
473 shader_model_entity_uPvmPrev( m4mdl );
474 shader_model_entity_uMdl( mlocal );
475 }
476 else
477 shader_model_board_view_uMdl( mlocal );
478
479 mdl_draw_submesh( &board->wheels[i] );
480 }
481 }
482
483 VG_STATIC void render_playermodel( camera *cam, world_instance *world,
484 struct player_model *model,
485 struct skeleton *skeleton ){
486 if( !model ) return;
487
488 shader_model_character_view_use();
489
490 glActiveTexture( GL_TEXTURE0 );
491 glBindTexture( GL_TEXTURE_2D, model->mdl.texture );
492 shader_model_character_view_uTexMain( 0 );
493 shader_model_character_view_uCamera( cam->transform[3] );
494 shader_model_character_view_uPv( cam->mtx.pv );
495 shader_model_character_view_uTexSceneDepth( 1 );
496 render_fb_bind_texture( gpipeline.fb_main, 2, 1 );
497 v3f inverse;
498 render_fb_inverse_ratio( gpipeline.fb_main, inverse );
499 inverse[2] = main_camera.farz-main_camera.nearz;
500
501 shader_model_character_view_uInverseRatioDepth( inverse );
502 render_fb_inverse_ratio( NULL, inverse );
503 inverse[2] = cam->farz-cam->nearz;
504 shader_model_character_view_uInverseRatioMain( inverse );
505
506 world_link_lighting_ub( world, _shader_model_character_view.id );
507 world_bind_position_texture( world, _shader_model_character_view.id,
508 _uniform_model_character_view_g_world_depth, 2 );
509 world_bind_light_array( world, _shader_model_character_view.id,
510 _uniform_model_character_view_uLightsArray, 3 );
511 world_bind_light_index( world, _shader_model_character_view.id,
512 _uniform_model_character_view_uLightsIndex, 4 );
513
514 glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms,
515 skeleton->bone_count,
516 0,
517 (float *)skeleton->final_mtx );
518
519 mesh_bind( &model->mdl.mesh );
520 mesh_draw( &model->mdl.mesh );
521 }
522
523 PLAYER_API void player__render( camera *cam, player_instance *player )
524 {
525 world_instance *world = world_current_instance();
526 SDL_AtomicLock( &addon_system.sl_cache_using_resources );
527
528 struct player_model *model =
529 addon_cache_item_if_loaded( k_addon_type_player,
530 player->playermodel_view_slot );
531
532 if( !model ) model = &player->fallback_model;
533 render_playermodel( cam, world, model, &player->playeravatar->sk );
534
535 struct player_board *board =
536 addon_cache_item_if_loaded( k_addon_type_board,
537 player->board_view_slot );
538
539 render_board( cam, world, board, player->playeravatar->sk.final_mtx[
540 player->playeravatar->id_board],
541 &player->board_pose,
542 k_board_shader_player );
543
544 SDL_AtomicUnlock( &addon_system.sl_cache_using_resources );
545 }
546
547 #endif /* PLAYER_RENDER_C */