reduced shader bind code dupe & adjust skate uprighter strenght
[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 #include "input.h"
11
12 #include "shaders/model_character_view.h"
13 #include "shaders/model_board_view.h"
14 #include "shaders/model_entity.h"
15 #include "shaders/model_board_view.h"
16 #include "depth_compare.h"
17
18 static void player_avatar_load( struct player_avatar *av, const char *path ){
19 mdl_open( &av->meta, path, vg_mem.rtmemory );
20 mdl_load_metadata_block( &av->meta, vg_mem.rtmemory );
21 mdl_load_animation_block( &av->meta, vg_mem.rtmemory );
22 mdl_close( &av->meta );
23
24 struct skeleton *sk = &av->sk;
25 skeleton_setup( sk, vg_mem.rtmemory, &av->meta );
26
27 av->id_hip = skeleton_bone_id( sk, "hips" );
28 av->id_ik_hand_l = skeleton_bone_id( sk, "hand.IK.L" );
29 av->id_ik_hand_r = skeleton_bone_id( sk, "hand.IK.R" );
30 av->id_ik_elbow_l = skeleton_bone_id( sk, "elbow.L" );
31 av->id_ik_elbow_r = skeleton_bone_id( sk, "elbow.R" );
32 av->id_head = skeleton_bone_id( sk, "head" );
33 av->id_ik_foot_l = skeleton_bone_id( sk, "foot.IK.L" );
34 av->id_ik_foot_r = skeleton_bone_id( sk, "foot.IK.R" );
35 av->id_board = skeleton_bone_id( sk, "board" );
36 av->id_wheel_l = skeleton_bone_id( sk, "wheel.L" );
37 av->id_wheel_r = skeleton_bone_id( sk, "wheel.R" );
38 av->id_ik_knee_l = skeleton_bone_id( sk, "knee.L" );
39 av->id_ik_knee_r = skeleton_bone_id( sk, "knee.R" );
40 }
41
42 /* TODO: Standard model load */
43
44 static void dynamic_model_load( mdl_context *ctx,
45 struct dynamic_model_1texture *mdl,
46 const char *path ){
47 if( !mdl_arrcount( &ctx->textures ) )
48 vg_fatal_error( "No texture in model" );
49
50 mdl_texture *tex0 = mdl_arritm( &ctx->textures, 0 );
51 void *data = vg_linear_alloc( vg_mem.scratch, tex0->file.pack_size );
52 mdl_fread_pack_file( ctx, &tex0->file, data );
53
54 vg_tex2d_load_qoi_async( data, tex0->file.pack_size,
55 VG_TEX2D_NEAREST|VG_TEX2D_CLAMP,
56 &mdl->texture );
57
58 mdl_async_load_glmesh( ctx, &mdl->mesh );
59 }
60
61 static void dynamic_model_unload( struct dynamic_model_1texture *mdl ){
62 mesh_free( &mdl->mesh );
63 glDeleteTextures( 1, &mdl->texture );
64 }
65
66 /* TODO: allow error handling */
67 static void player_board_load( struct player_board *board,
68 const char *path ){
69
70 vg_linear_clear( vg_mem.scratch );
71
72 mdl_context ctx;
73 mdl_open( &ctx, path, vg_mem.scratch );
74 mdl_load_metadata_block( &ctx, vg_mem.scratch );
75
76 dynamic_model_load( &ctx, &board->mdl, path );
77
78 mdl_array_ptr markers;
79 mdl_load_array( &ctx, &markers, "ent_marker", vg_mem.scratch );
80
81 /* TODO: you get put into a new section, the above is standard mdl loads. */
82 for( int i=0; i<4; i++ )
83 board->wheels[i].indice_count = 0;
84 for( int i=0; i<2; i++ )
85 board->trucks[i].indice_count = 0;
86 board->board.indice_count = 0;
87
88 for( u32 i=0; i<mdl_arrcount(&ctx.meshs); i++ ){
89 mdl_mesh *mesh = mdl_arritm( &ctx.meshs, i );
90
91 if( mdl_entity_id_type( mesh->entity_id ) != k_ent_marker )
92 continue;
93
94 u32 index = mdl_entity_id_id( mesh->entity_id );
95 ent_marker *marker = mdl_arritm( &markers, index );
96
97 mdl_submesh *sm0 = mdl_arritm( &ctx.submeshs, mesh->submesh_start );
98
99 const char *alias = mdl_pstr( &ctx, marker->pstr_alias );
100 u32 lr = marker->transform.co[0] > 0.0f? 1: 0,
101 fb = marker->transform.co[2] > 0.0f? 0: 1;
102
103 if( !strcmp( alias, "wheel" ) ){
104 u32 id = fb<<1 | lr;
105 board->wheels[ id ] = *sm0;
106 v3_copy( marker->transform.co, board->wheel_positions[ id ] );
107 }
108 else if( !strcmp( alias, "board" ) ){
109 board->board = *sm0;
110 v3_copy( marker->transform.co, board->board_position );
111 }
112 else if( !strcmp( alias, "truck" ) ){
113 board->trucks[ fb ] = *sm0;
114 v3_copy( marker->transform.co, board->truck_positions[ fb ] );
115 }
116 }
117
118 mdl_close( &ctx );
119 }
120
121 static void player_board_unload( struct player_board *board ){
122 dynamic_model_unload( &board->mdl );
123 }
124
125 static void player_model_load( struct player_model *board, const char *path){
126 vg_linear_clear( vg_mem.scratch );
127
128 mdl_context ctx;
129 mdl_open( &ctx, path, vg_mem.scratch );
130 mdl_load_metadata_block( &ctx, vg_mem.scratch );
131
132 dynamic_model_load( &ctx, &board->mdl, path );
133
134 mdl_close( &ctx );
135 }
136
137 static void player_model_unload( struct player_model *board ){
138 dynamic_model_unload( &board->mdl );
139 }
140
141 static void apply_full_skeleton_pose( struct skeleton *sk, player_pose *pose,
142 m4x3f *final_mtx ){
143 m4x3f transform;
144 q_m3x3( pose->root_q, transform );
145 v3_copy( pose->root_co, transform[3] );
146
147 if( pose->type == k_player_pose_type_ik ){
148 skeleton_apply_pose( sk, pose->keyframes,
149 k_anim_apply_defer_ik, final_mtx );
150 skeleton_apply_ik_pass( sk, final_mtx );
151 skeleton_apply_pose( sk, pose->keyframes,
152 k_anim_apply_deffered_only, final_mtx );
153 skeleton_apply_inverses( sk, final_mtx );
154 skeleton_apply_transform( sk, transform, final_mtx );
155 }
156 else if( pose->type == k_player_pose_type_fk_2 ){
157 skeleton_apply_pose( sk, pose->keyframes,
158 k_anim_apply_always, final_mtx );
159 skeleton_apply_inverses( sk, final_mtx );
160 skeleton_apply_transform( sk, transform, final_mtx );
161 }
162 }
163
164 static void player__animate(void){
165 struct player_subsystem_interface *sys =
166 player_subsystems[localplayer.subsystem];
167
168 assert( sys->animate );
169 assert( sys->pose );
170 assert( sys->animator_data );
171
172 sys->animate();
173 sys->pose( sys->animator_data, &localplayer.pose );
174
175 struct skeleton *sk = &localplayer.playeravatar->sk;
176
177 if( localplayer.holdout_time > 0.0f ){
178 player_pose *pose = &localplayer.pose;
179 skeleton_lerp_pose( sk,
180 pose->keyframes,localplayer.holdout_pose.keyframes,
181 localplayer.holdout_time, pose->keyframes );
182 q_nlerp( pose->root_q, localplayer.holdout_pose.root_q,
183 localplayer.holdout_time, pose->root_q );
184 localplayer.holdout_time -= vg.time_frame_delta * 2.0f;
185 }
186
187 apply_full_skeleton_pose( &localplayer.playeravatar->sk, &localplayer.pose,
188 localplayer.final_mtx );
189 skeleton_debug( sk, localplayer.final_mtx );
190
191 if( sys->post_animate )
192 sys->post_animate();
193
194 player__cam_iterate();
195 }
196
197 static void player_copy_frame_animator( replay_frame *frame ){
198 struct player_subsystem_interface *sys =
199 player_subsystems[localplayer.subsystem];
200
201 if( sys->animator_size ){
202 void *src = replay_frame_data( frame, k_replay_framedata_animator );
203 memcpy( sys->animator_data, src, sys->animator_size );
204 }
205 }
206
207 static void lerp_player_pose( player_pose *pose0, player_pose *pose1, f32 t,
208 player_pose *posed ){
209 struct skeleton *sk = &localplayer.playeravatar->sk;
210
211 v3_lerp( pose0->root_co, pose1->root_co, t, posed->root_co );
212 q_nlerp( pose0->root_q, pose1->root_q, t, posed->root_q );
213 posed->type = pose0->type;
214 posed->board.lean = vg_lerpf( pose0->board.lean, pose1->board.lean, t );
215
216 if( pose0->type != pose1->type ){
217 /* it would be nice to apply IK pass in-keyframes. TOO BAD! */
218 skeleton_copy_pose( sk, pose0->keyframes, posed->keyframes );
219 }
220 else {
221 skeleton_lerp_pose( sk, pose0->keyframes, pose1->keyframes, t,
222 posed->keyframes );
223 }
224 }
225
226 static void player__animate_from_replay( replay_buffer *replay ){
227 replay_frame *frame = replay->cursor_frame,
228 *next = NULL;
229 if( frame ){
230 next = frame->r;
231
232 if( next ){
233 f32 t = replay_subframe_time( replay );
234
235 player_pose pose0, pose1;
236
237 struct player_subsystem_interface
238 *sys0 = player_subsystems[frame->system],
239 *sys1 = player_subsystems[next->system];
240
241 void *a0 = replay_frame_data( frame, k_replay_framedata_animator ),
242 *a1 = replay_frame_data( next, k_replay_framedata_animator );
243
244 sys0->pose( a0, &pose0 );
245 sys1->pose( a1, &pose1 );
246
247 lerp_player_pose( &pose0, &pose1, t, &localplayer.pose );
248 }
249 else{
250 struct player_subsystem_interface
251 *sys = player_subsystems[frame->system];
252 sys->pose( replay_frame_data( frame, k_replay_framedata_animator ),
253 &localplayer.pose );
254 }
255 }
256 else return;
257
258 apply_full_skeleton_pose( &localplayer.playeravatar->sk, &localplayer.pose,
259 localplayer.final_mtx );
260 }
261
262 static void player__pre_render(void){
263 /* shadowing/ao info */
264 struct player_avatar *av = localplayer.playeravatar;
265 struct player_board *board =
266 addon_cache_item_if_loaded( k_addon_type_board,
267 localplayer.board_view_slot );
268 v3f vp0, vp1;
269 if( board ){
270 v3_copy((v3f){0.0f,0.1f, board->truck_positions[0][2]}, vp0 );
271 v3_copy((v3f){0.0f,0.1f, board->truck_positions[1][2]}, vp1 );
272 }
273 else{
274 v3_zero( vp0 );
275 v3_zero( vp1 );
276 }
277
278 struct ub_world_lighting *ubo = &world_current_instance()->ub_lighting;
279 m4x3_mulv( localplayer.final_mtx[ av->id_board ], vp0, ubo->g_board_0 );
280 m4x3_mulv( localplayer.final_mtx[ av->id_board ], vp1, ubo->g_board_1 );
281 }
282
283 static void render_board( camera *cam, world_instance *world,
284 struct player_board *board, m4x3f root,
285 struct player_board_pose *pose,
286 enum board_shader shader )
287 {
288 if( !board ) return;
289
290 /* TODO:
291 * adding depth compare to this shader
292 */
293
294 v3f inverse;
295
296 glActiveTexture( GL_TEXTURE0 );
297 glBindTexture( GL_TEXTURE_2D, board->mdl.texture );
298
299 if( shader == k_board_shader_player ){
300 shader_model_board_view_use();
301 shader_model_board_view_uTexMain( 0 );
302 shader_model_board_view_uCamera( cam->transform[3] );
303 shader_model_board_view_uPv( cam->mtx.pv );
304
305 shader_model_board_view_uDepthCompare(1);
306 depth_compare_bind(
307 shader_model_board_view_uTexSceneDepth,
308 shader_model_board_view_uInverseRatioDepth,
309 shader_model_board_view_uInverseRatioMain,
310 cam );
311
312 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_board_view );
313 }
314 else if( shader == k_board_shader_entity ){
315 shader_model_entity_use();
316 shader_model_entity_uTexMain( 0 );
317 shader_model_entity_uCamera( cam->transform[3] );
318 shader_model_entity_uPv( cam->mtx.pv );
319
320 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_entity );
321 }
322
323 mesh_bind( &board->mdl.mesh );
324
325 m4x4f m4mdl;
326
327 if( board->board.indice_count ){
328 m4x3f mlocal;
329 m3x3_identity( mlocal );
330
331 mdl_keyframe kf;
332 v3_zero( kf.co );
333 q_identity( kf.q );
334 v3_zero( kf.s );
335
336 v4f qroll;
337 q_axis_angle( qroll, (v3f){0.0f,0.0f,1.0f}, pose->lean * 0.6f );
338 keyframe_rotate_around( &kf, (v3f){0.0f,0.11f,0.0f},
339 (v3f){0.0f,0.0f,0.0f}, qroll );
340
341 v3_add( board->board_position, kf.co, mlocal[3] );
342 q_m3x3( kf.q, mlocal );
343
344 m4x3_mul( root, mlocal, mlocal );
345
346 if( shader == k_board_shader_entity ){
347 /* TODO: provide a way to supply previous mdl mtx? */
348 m4x3_expand( mlocal, m4mdl );
349 m4x4_mul( cam->mtx_prev.pv, m4mdl, m4mdl );
350 shader_model_entity_uPvmPrev( m4mdl );
351 shader_model_entity_uMdl( mlocal );
352 }
353 else
354 shader_model_board_view_uMdl( mlocal );
355
356 mdl_draw_submesh( &board->board );
357 }
358
359 for( int i=0; i<2; i++ ){
360 if( !board->trucks[i].indice_count )
361 continue;
362
363 m4x3f mlocal;
364 m3x3_identity( mlocal );
365 v3_copy( board->truck_positions[i], mlocal[3] );
366 m4x3_mul( root, mlocal, mlocal );
367
368 if( shader == k_board_shader_entity ){
369 m4x3_expand( mlocal, m4mdl );
370 m4x4_mul( cam->mtx_prev.pv, m4mdl, m4mdl );
371 shader_model_entity_uPvmPrev( m4mdl );
372 shader_model_entity_uMdl( mlocal );
373 }
374 else
375 shader_model_board_view_uMdl( mlocal );
376
377 mdl_draw_submesh( &board->trucks[i] );
378 }
379
380 for( int i=0; i<4; i++ ){
381 if( !board->wheels[i].indice_count )
382 continue;
383
384 m4x3f mlocal;
385 m3x3_identity( mlocal );
386 v3_copy( board->wheel_positions[i], mlocal[3] );
387 m4x3_mul( root, mlocal, mlocal );
388
389 if( shader == k_board_shader_entity ){
390 m4x3_expand( mlocal, m4mdl );
391 m4x4_mul( cam->mtx_prev.pv, m4mdl, m4mdl );
392 shader_model_entity_uPvmPrev( m4mdl );
393 shader_model_entity_uMdl( mlocal );
394 }
395 else
396 shader_model_board_view_uMdl( mlocal );
397
398 mdl_draw_submesh( &board->wheels[i] );
399 }
400 }
401
402 static void render_playermodel( camera *cam, world_instance *world,
403 int depth_compare,
404 struct player_model *model,
405 struct skeleton *skeleton,
406 m4x3f *final_mtx ){
407 if( !model ) return;
408
409 shader_model_character_view_use();
410
411 glActiveTexture( GL_TEXTURE0 );
412 glBindTexture( GL_TEXTURE_2D, model->mdl.texture );
413 shader_model_character_view_uTexMain( 0 );
414 shader_model_character_view_uCamera( cam->transform[3] );
415 shader_model_character_view_uPv( cam->mtx.pv );
416
417 shader_model_character_view_uDepthCompare( depth_compare );
418 if( depth_compare ){
419 depth_compare_bind(
420 shader_model_character_view_uTexSceneDepth,
421 shader_model_character_view_uInverseRatioDepth,
422 shader_model_character_view_uInverseRatioMain,
423 cam );
424 }
425
426 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_character_view );
427
428 glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms,
429 skeleton->bone_count,
430 0,
431 (f32 *)final_mtx );
432
433 mesh_bind( &model->mdl.mesh );
434 mesh_draw( &model->mdl.mesh );
435 }
436
437 static void player__render( camera *cam ){
438 world_instance *world = world_current_instance();
439 SDL_AtomicLock( &addon_system.sl_cache_using_resources );
440
441 struct player_model *model =
442 addon_cache_item_if_loaded( k_addon_type_player,
443 localplayer.playermodel_view_slot );
444
445 if( !model ) model = &localplayer.fallback_model;
446 render_playermodel( cam, world, 1, model, &localplayer.playeravatar->sk,
447 localplayer.final_mtx );
448
449 struct player_board *board =
450 addon_cache_item_if_loaded( k_addon_type_board,
451 localplayer.board_view_slot );
452
453 render_board( cam, world, board, localplayer.final_mtx[
454 localplayer.playeravatar->id_board],
455 &localplayer.pose.board,
456 k_board_shader_player );
457
458 SDL_AtomicUnlock( &addon_system.sl_cache_using_resources );
459 }
460
461 #endif /* PLAYER_RENDER_C */