fallback board
[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_load_animation_reference( const char *path ){
19 mdl_context *meta = &localplayer.skeleton_meta;
20 mdl_open( meta, path, vg_mem.rtmemory );
21 mdl_load_metadata_block( meta, vg_mem.rtmemory );
22 mdl_load_animation_block( meta, vg_mem.rtmemory );
23 mdl_close( meta );
24
25 struct skeleton *sk = &localplayer.skeleton;
26 skeleton_setup( sk, vg_mem.rtmemory, meta );
27
28 localplayer.id_hip = skeleton_bone_id( sk, "hips" );
29 localplayer.id_chest = skeleton_bone_id( sk, "chest" );
30 localplayer.id_ik_hand_l = skeleton_bone_id( sk, "hand.IK.L" );
31 localplayer.id_ik_hand_r = skeleton_bone_id( sk, "hand.IK.R" );
32 localplayer.id_ik_elbow_l = skeleton_bone_id( sk, "elbow.L" );
33 localplayer.id_ik_elbow_r = skeleton_bone_id( sk, "elbow.R" );
34 localplayer.id_head = skeleton_bone_id( sk, "head" );
35 localplayer.id_ik_foot_l = skeleton_bone_id( sk, "foot.IK.L" );
36 localplayer.id_ik_foot_r = skeleton_bone_id( sk, "foot.IK.R" );
37 localplayer.id_board = skeleton_bone_id( sk, "board" );
38 localplayer.id_wheel_l = skeleton_bone_id( sk, "wheel.L" );
39 localplayer.id_wheel_r = skeleton_bone_id( sk, "wheel.R" );
40 localplayer.id_ik_knee_l = skeleton_bone_id( sk, "knee.L" );
41 localplayer.id_ik_knee_r = skeleton_bone_id( sk, "knee.R" );
42
43 setup_ragdoll_from_skeleton( sk, &localplayer.ragdoll );
44
45 /* allocate matrix buffers for localplayer and remote players */
46 u32 mtx_size = sizeof(m4x3f)*sk->bone_count;
47 localplayer.final_mtx = vg_linear_alloc( vg_mem.rtmemory, mtx_size );
48 netplayers.final_mtx = vg_linear_alloc( vg_mem.rtmemory,
49 mtx_size*NETWORK_MAX_PLAYERS );
50 }
51
52 /* TODO: Standard model load */
53
54 static void dynamic_model_load( mdl_context *ctx,
55 struct dynamic_model_1texture *mdl,
56 const char *path ){
57 if( !mdl_arrcount( &ctx->textures ) )
58 vg_fatal_error( "No texture in model" );
59
60 mdl_texture *tex0 = mdl_arritm( &ctx->textures, 0 );
61 void *data = vg_linear_alloc( vg_mem.scratch, tex0->file.pack_size );
62 mdl_fread_pack_file( ctx, &tex0->file, data );
63
64 vg_tex2d_load_qoi_async( data, tex0->file.pack_size,
65 VG_TEX2D_NEAREST|VG_TEX2D_CLAMP,
66 &mdl->texture );
67
68 mdl_async_load_glmesh( ctx, &mdl->mesh );
69 }
70
71 static void dynamic_model_unload( struct dynamic_model_1texture *mdl ){
72 mesh_free( &mdl->mesh );
73 glDeleteTextures( 1, &mdl->texture );
74 }
75
76 /* TODO: allow error handling */
77 static void player_board_load( struct player_board *board,
78 const char *path ){
79
80 vg_linear_clear( vg_mem.scratch );
81
82 mdl_context ctx;
83 mdl_open( &ctx, path, vg_mem.scratch );
84 mdl_load_metadata_block( &ctx, vg_mem.scratch );
85
86 dynamic_model_load( &ctx, &board->mdl, path );
87
88 mdl_array_ptr markers;
89 mdl_load_array( &ctx, &markers, "ent_marker", vg_mem.scratch );
90
91 /* TODO: you get put into a new section, the above is standard mdl loads. */
92 for( int i=0; i<4; i++ )
93 board->wheels[i].indice_count = 0;
94 for( int i=0; i<2; i++ )
95 board->trucks[i].indice_count = 0;
96 board->board.indice_count = 0;
97
98 for( u32 i=0; i<mdl_arrcount(&ctx.meshs); i++ ){
99 mdl_mesh *mesh = mdl_arritm( &ctx.meshs, i );
100
101 if( mdl_entity_id_type( mesh->entity_id ) != k_ent_marker )
102 continue;
103
104 u32 index = mdl_entity_id_id( mesh->entity_id );
105 ent_marker *marker = mdl_arritm( &markers, index );
106
107 mdl_submesh *sm0 = mdl_arritm( &ctx.submeshs, mesh->submesh_start );
108
109 const char *alias = mdl_pstr( &ctx, marker->pstr_alias );
110 u32 lr = marker->transform.co[0] > 0.0f? 1: 0,
111 fb = marker->transform.co[2] > 0.0f? 0: 1;
112
113 if( !strcmp( alias, "wheel" ) ){
114 u32 id = fb<<1 | lr;
115 board->wheels[ id ] = *sm0;
116 v3_copy( marker->transform.co, board->wheel_positions[ id ] );
117 }
118 else if( !strcmp( alias, "board" ) ){
119 board->board = *sm0;
120 v3_copy( marker->transform.co, board->board_position );
121 }
122 else if( !strcmp( alias, "truck" ) ){
123 board->trucks[ fb ] = *sm0;
124 v3_copy( marker->transform.co, board->truck_positions[ fb ] );
125 }
126 }
127
128 mdl_close( &ctx );
129 }
130
131 static void player_board_unload( struct player_board *board ){
132 dynamic_model_unload( &board->mdl );
133 }
134
135 static void player_model_load( struct player_model *board, const char *path){
136 vg_linear_clear( vg_mem.scratch );
137
138 mdl_context ctx;
139 mdl_open( &ctx, path, vg_mem.scratch );
140 mdl_load_metadata_block( &ctx, vg_mem.scratch );
141
142 dynamic_model_load( &ctx, &board->mdl, path );
143
144 mdl_close( &ctx );
145 }
146
147 static void player_model_unload( struct player_model *board ){
148 dynamic_model_unload( &board->mdl );
149 }
150
151 static void apply_full_skeleton_pose( struct skeleton *sk, player_pose *pose,
152 m4x3f *final_mtx ){
153 m4x3f transform;
154 q_m3x3( pose->root_q, transform );
155 v3_copy( pose->root_co, transform[3] );
156
157 if( pose->type == k_player_pose_type_ik ){
158 skeleton_apply_pose( sk, pose->keyframes,
159 k_anim_apply_defer_ik, final_mtx );
160 skeleton_apply_ik_pass( sk, final_mtx );
161 skeleton_apply_pose( sk, pose->keyframes,
162 k_anim_apply_deffered_only, final_mtx );
163 skeleton_apply_inverses( sk, final_mtx );
164 skeleton_apply_transform( sk, transform, final_mtx );
165 }
166 else if( pose->type == k_player_pose_type_fk_2 ){
167 skeleton_apply_pose( sk, pose->keyframes,
168 k_anim_apply_always, final_mtx );
169 skeleton_apply_inverses( sk, final_mtx );
170 skeleton_apply_transform( sk, transform, final_mtx );
171 }
172 }
173
174 static void player__animate(void){
175 struct player_subsystem_interface *sys =
176 player_subsystems[localplayer.subsystem];
177
178 assert( sys->animate );
179 assert( sys->pose );
180 assert( sys->animator_data );
181
182 sys->animate();
183
184 player_pose *pose = &localplayer.pose;
185 sys->pose( sys->animator_data, pose );
186
187 struct skeleton *sk = &localplayer.skeleton;
188
189 if( localplayer.holdout_time > 0.0f ){
190 skeleton_lerp_pose( sk,
191 pose->keyframes,localplayer.holdout_pose.keyframes,
192 localplayer.holdout_time, pose->keyframes );
193
194 v3_muladds( pose->root_co, localplayer.holdout_pose.root_co,
195 localplayer.holdout_time, pose->root_co );
196 q_nlerp( pose->root_q, localplayer.holdout_pose.root_q,
197 localplayer.holdout_time, pose->root_q );
198
199 localplayer.holdout_time -= vg.time_frame_delta * 2.0f;
200 }
201
202 apply_full_skeleton_pose( sk, &localplayer.pose, localplayer.final_mtx );
203 skeleton_debug( sk, localplayer.final_mtx );
204
205 if( sys->post_animate )
206 sys->post_animate();
207
208 player__cam_iterate();
209 }
210
211 static void player_copy_frame_animator( replay_frame *frame ){
212 struct player_subsystem_interface *sys =
213 player_subsystems[localplayer.subsystem];
214
215 if( sys->animator_size ){
216 void *src = replay_frame_data( frame, k_replay_framedata_animator );
217 memcpy( sys->animator_data, src, sys->animator_size );
218 }
219 }
220
221 static void lerp_player_pose( player_pose *pose0, player_pose *pose1, f32 t,
222 player_pose *posed ){
223 struct skeleton *sk = &localplayer.skeleton;
224
225 v3_lerp( pose0->root_co, pose1->root_co, t, posed->root_co );
226 q_nlerp( pose0->root_q, pose1->root_q, t, posed->root_q );
227 posed->type = pose0->type;
228 posed->board.lean = vg_lerpf( pose0->board.lean, pose1->board.lean, t );
229
230 if( pose0->type != pose1->type ){
231 /* it would be nice to apply IK pass in-keyframes. TOO BAD! */
232 skeleton_copy_pose( sk, pose0->keyframes, posed->keyframes );
233 }
234 else {
235 skeleton_lerp_pose( sk, pose0->keyframes, pose1->keyframes, t,
236 posed->keyframes );
237 }
238 }
239
240 static void player__animate_from_replay( replay_buffer *replay ){
241 replay_frame *frame = replay->cursor_frame,
242 *next = NULL;
243 if( frame ){
244 next = frame->r;
245
246 if( next ){
247 f32 t = replay_subframe_time( replay );
248
249 player_pose pose0, pose1;
250
251 struct player_subsystem_interface
252 *sys0 = player_subsystems[frame->system],
253 *sys1 = player_subsystems[next->system];
254
255 void *a0 = replay_frame_data( frame, k_replay_framedata_animator ),
256 *a1 = replay_frame_data( next, k_replay_framedata_animator );
257
258 sys0->pose( a0, &pose0 );
259 sys1->pose( a1, &pose1 );
260
261 lerp_player_pose( &pose0, &pose1, t, &localplayer.pose );
262 }
263 else{
264 struct player_subsystem_interface
265 *sys = player_subsystems[frame->system];
266 sys->pose( replay_frame_data( frame, k_replay_framedata_animator ),
267 &localplayer.pose );
268 }
269 }
270 else return;
271
272 apply_full_skeleton_pose( &localplayer.skeleton, &localplayer.pose,
273 localplayer.final_mtx );
274 }
275
276 static void player__pre_render(void){
277 /* shadowing/ao info */
278 struct player_board *board =
279 addon_cache_item_if_loaded( k_addon_type_board,
280 localplayer.board_view_slot );
281 v3f vp0, vp1;
282 if( board ){
283 v3_copy((v3f){0.0f,0.1f, board->truck_positions[0][2]}, vp0 );
284 v3_copy((v3f){0.0f,0.1f, board->truck_positions[1][2]}, vp1 );
285 }
286 else{
287 v3_zero( vp0 );
288 v3_zero( vp1 );
289 }
290
291 struct ub_world_lighting *ubo = &world_current_instance()->ub_lighting;
292 v3f *board_mtx = localplayer.final_mtx[ localplayer.id_board ];
293 m4x3_mulv( board_mtx, vp0, ubo->g_board_0 );
294 m4x3_mulv( board_mtx, vp1, ubo->g_board_1 );
295 }
296
297 static void render_board( camera *cam, world_instance *world,
298 struct player_board *board, m4x3f root,
299 struct player_board_pose *pose,
300 enum board_shader shader )
301 {
302 if( !board )
303 board = &localplayer.fallback_board;
304
305 /* TODO:
306 * adding depth compare to this shader
307 */
308
309 v3f inverse;
310
311 glActiveTexture( GL_TEXTURE0 );
312 glBindTexture( GL_TEXTURE_2D, board->mdl.texture );
313
314 if( shader == k_board_shader_player ){
315 shader_model_board_view_use();
316 shader_model_board_view_uTexMain( 0 );
317 shader_model_board_view_uCamera( cam->transform[3] );
318 shader_model_board_view_uPv( cam->mtx.pv );
319
320 shader_model_board_view_uDepthCompare(1);
321 depth_compare_bind(
322 shader_model_board_view_uTexSceneDepth,
323 shader_model_board_view_uInverseRatioDepth,
324 shader_model_board_view_uInverseRatioMain,
325 cam );
326
327 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_board_view );
328 }
329 else if( shader == k_board_shader_entity ){
330 shader_model_entity_use();
331 shader_model_entity_uTexMain( 0 );
332 shader_model_entity_uCamera( cam->transform[3] );
333 shader_model_entity_uPv( cam->mtx.pv );
334
335 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_entity );
336 }
337
338 mesh_bind( &board->mdl.mesh );
339
340 m4x4f m4mdl;
341
342 if( board->board.indice_count ){
343 m4x3f mlocal;
344 m3x3_identity( mlocal );
345
346 mdl_keyframe kf;
347 v3_zero( kf.co );
348 q_identity( kf.q );
349 v3_zero( kf.s );
350
351 v4f qroll;
352 q_axis_angle( qroll, (v3f){0.0f,0.0f,1.0f}, pose->lean * 0.6f );
353 keyframe_rotate_around( &kf, (v3f){0.0f,0.11f,0.0f},
354 (v3f){0.0f,0.0f,0.0f}, qroll );
355
356 v3_add( board->board_position, kf.co, mlocal[3] );
357 q_m3x3( kf.q, mlocal );
358
359 m4x3_mul( root, mlocal, mlocal );
360
361 if( shader == k_board_shader_entity ){
362 /* TODO: provide a way to supply previous mdl mtx? */
363 m4x3_expand( mlocal, m4mdl );
364 m4x4_mul( cam->mtx_prev.pv, m4mdl, m4mdl );
365 shader_model_entity_uPvmPrev( m4mdl );
366 shader_model_entity_uMdl( mlocal );
367 }
368 else
369 shader_model_board_view_uMdl( mlocal );
370
371 mdl_draw_submesh( &board->board );
372 }
373
374 for( int i=0; i<2; i++ ){
375 if( !board->trucks[i].indice_count )
376 continue;
377
378 m4x3f mlocal;
379 m3x3_identity( mlocal );
380 v3_copy( board->truck_positions[i], mlocal[3] );
381 m4x3_mul( root, mlocal, mlocal );
382
383 if( shader == k_board_shader_entity ){
384 m4x3_expand( mlocal, m4mdl );
385 m4x4_mul( cam->mtx_prev.pv, m4mdl, m4mdl );
386 shader_model_entity_uPvmPrev( m4mdl );
387 shader_model_entity_uMdl( mlocal );
388 }
389 else
390 shader_model_board_view_uMdl( mlocal );
391
392 mdl_draw_submesh( &board->trucks[i] );
393 }
394
395 for( int i=0; i<4; i++ ){
396 if( !board->wheels[i].indice_count )
397 continue;
398
399 m4x3f mlocal;
400 m3x3_identity( mlocal );
401 v3_copy( board->wheel_positions[i], mlocal[3] );
402 m4x3_mul( root, mlocal, mlocal );
403
404 if( shader == k_board_shader_entity ){
405 m4x3_expand( mlocal, m4mdl );
406 m4x4_mul( cam->mtx_prev.pv, m4mdl, m4mdl );
407 shader_model_entity_uPvmPrev( m4mdl );
408 shader_model_entity_uMdl( mlocal );
409 }
410 else
411 shader_model_board_view_uMdl( mlocal );
412
413 mdl_draw_submesh( &board->wheels[i] );
414 }
415 }
416
417 static void render_playermodel( camera *cam, world_instance *world,
418 int depth_compare,
419 struct player_model *model,
420 struct skeleton *skeleton,
421 m4x3f *final_mtx ){
422 if( !model ) return;
423
424 shader_model_character_view_use();
425
426 glActiveTexture( GL_TEXTURE0 );
427 glBindTexture( GL_TEXTURE_2D, model->mdl.texture );
428 shader_model_character_view_uTexMain( 0 );
429 shader_model_character_view_uCamera( cam->transform[3] );
430 shader_model_character_view_uPv( cam->mtx.pv );
431
432 shader_model_character_view_uDepthCompare( depth_compare );
433 if( depth_compare ){
434 depth_compare_bind(
435 shader_model_character_view_uTexSceneDepth,
436 shader_model_character_view_uInverseRatioDepth,
437 shader_model_character_view_uInverseRatioMain,
438 cam );
439 }
440
441 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_character_view );
442
443 glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms,
444 skeleton->bone_count,
445 0,
446 (const GLfloat *)final_mtx );
447
448 mesh_bind( &model->mdl.mesh );
449 mesh_draw( &model->mdl.mesh );
450 }
451
452 static void player__render( camera *cam ){
453 world_instance *world = world_current_instance();
454 SDL_AtomicLock( &addon_system.sl_cache_using_resources );
455
456 struct player_model *model =
457 addon_cache_item_if_loaded( k_addon_type_player,
458 localplayer.playermodel_view_slot );
459
460 if( !model ) model = &localplayer.fallback_model;
461 render_playermodel( cam, world, 1, model, &localplayer.skeleton,
462 localplayer.final_mtx );
463
464 struct player_board *board =
465 addon_cache_item_if_loaded( k_addon_type_board,
466 localplayer.board_view_slot );
467
468 render_board( cam, world, board, localplayer.final_mtx[localplayer.id_board],
469 &localplayer.pose.board, k_board_shader_player );
470
471 SDL_AtomicUnlock( &addon_system.sl_cache_using_resources );
472 }
473
474 #endif /* PLAYER_RENDER_C */