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[carveJwlIkooP6JGAAIwe30JlM.git] / player_replay.c
1 #ifndef PLAYER_REPLAY_C
2 #define PLAYER_REPLAY_C
3
4 #include "player_replay.h"
5 #include "input.h"
6
7 VG_STATIC void replay_clear( replay_buffer *replay ){
8 replay->head = NULL;
9 replay->tail = NULL;
10 replay->cursor_frame = NULL;
11 replay->statehead = NULL;
12 replay->cursor = -99999.9;
13 }
14
15 replay_gamestate *replay_frame_gamestate( replay_frame *frame ){
16 void *baseptr = frame;
17 return baseptr + vg_align8(sizeof(replay_frame));
18 }
19
20 void *replay_gamestate_subsystem_data( replay_gamestate *gs ){
21 void *baseptr = gs;
22 return baseptr + vg_align8(sizeof(replay_gamestate));
23 }
24
25 u32 replay_frame_gamestate_total_size( u32 subsystem_gamestate_size ){
26 if( subsystem_gamestate_size ){
27 return vg_align8( sizeof(replay_gamestate) ) +
28 vg_align8( subsystem_gamestate_size );
29 }
30 else
31 return 0;
32 }
33
34 replay_sfx *replay_frame_sfx( replay_frame *frame, u32 index ){
35 void *gs = replay_frame_gamestate( frame );
36 u32 total_size =
37 replay_frame_gamestate_total_size( frame->subsystem_gamestate_size );
38
39 replay_sfx *array = (gs + total_size);
40 return &array[index];
41 }
42
43 u32 _replay_frame_size( u32 subsystem_gamestate_size, u32 sfx_count ){
44 return vg_align8( sizeof( replay_frame ) ) +
45 replay_frame_gamestate_total_size( subsystem_gamestate_size ) +
46 vg_align8( sfx_count * sizeof(replay_sfx) );
47 }
48
49 u32 replay_frame_size( replay_frame *frame ){
50 return _replay_frame_size( frame->subsystem_gamestate_size,
51 frame->sfx_count );
52 }
53
54 VG_STATIC void replay_tailpop( replay_buffer *replay ){
55 if( replay->cursor_frame == replay->tail )
56 replay->cursor_frame = NULL;
57 if( replay->statehead == replay->tail )
58 replay->statehead = NULL;
59
60 replay->tail = replay->tail->r;
61
62 if( replay->tail )
63 replay->tail->l = NULL;
64 else
65 replay->head = NULL;
66 }
67
68 VG_STATIC replay_frame *replay_newframe( replay_buffer *replay,
69 u32 subsystem_gamestate_size,
70 u32 sfx_count ){
71 replay_frame *frame = NULL;
72 if( replay->head ){
73 assert( replay->head );
74
75 u32 headsize = replay_frame_size( replay->head ),
76 nextpos = ((void *)replay->head - replay->data) + headsize,
77 nextsize = _replay_frame_size( subsystem_gamestate_size, sfx_count );
78
79 if( nextsize > replay->size ){
80 vg_error( "Keyframe too big\n" );
81 return NULL;
82 }
83
84 if( nextpos + nextsize > replay->size ){
85 nextpos = 0;
86
87 /* maintain contiguity */
88 while( replay->tail ){
89 if( (void *)replay->tail - replay->data )
90 replay_tailpop( replay );
91 else break;
92 }
93 }
94
95 check_again:;
96
97 u32 tailpos = (void *)replay->tail - replay->data;
98
99 if( tailpos >= nextpos ){
100 if( nextpos + nextsize > tailpos ){
101 replay_tailpop( replay );
102
103 if( replay->tail )
104 goto check_again;
105 }
106 }
107
108 frame = replay->data + nextpos;
109
110 if( replay->head )
111 replay->head->r = frame;
112 }
113 else
114 frame = replay->data;
115
116 frame->subsystem_gamestate_size = subsystem_gamestate_size;
117 frame->sfx_count = sfx_count;
118 frame->l = replay->head;
119 frame->r = NULL;
120 replay->head = frame;
121 if( !replay->tail ) replay->tail = frame;
122 if( subsystem_gamestate_size ) replay->statehead = frame;
123
124 return frame;
125 }
126
127 VG_STATIC void replay_seek( replay_buffer *replay, f64 t ){
128 if( !replay->head ) return;
129 assert( replay->tail );
130
131 if( t < replay->tail->time ) t = replay->tail->time;
132 if( t > replay->head->time ) t = replay->head->time;
133
134 if( !replay->cursor_frame ) {
135 replay->cursor = replay->head->time;
136 replay->cursor_frame = replay->head;
137
138 if( fabs(replay->head->time-t) > fabs(replay->tail->time-t) ){
139 replay->cursor = replay->tail->time;
140 replay->cursor_frame = replay->tail;
141 }
142 }
143
144 f64 dir = t - replay->cursor;
145 if( dir == 0.0 ) return;
146 dir = vg_signf( dir );
147
148 u32 i=4096;
149 while( i --> 0 ){
150 if( dir < 0.0 )
151 if( t > replay->cursor_frame->time ) break;
152
153 replay_frame *next;
154 if( dir > 0.0 ) next = replay->cursor_frame->r;
155 else next = replay->cursor_frame->l;
156
157 if( !next ) break;
158
159 if( dir > 0.0 )
160 if( t < next->time ) break;
161
162 replay->cursor_frame = next;
163 replay->cursor = next->time;
164
165 if( !i ) return;
166 }
167
168 replay->cursor = t;
169 }
170
171 VG_STATIC replay_frame *replay_find_recent_stateframe( replay_buffer *replay ){
172 replay_frame *frame = replay->cursor_frame;
173 u32 i=4096;
174 while( i --> 0 ){
175 if( !frame ) return frame;
176 if( frame->subsystem_gamestate_size ) return frame;
177 frame = frame->l;
178 }
179
180 return NULL;
181 }
182
183 VG_STATIC f32 replay_subframe_time( replay_buffer *replay ){
184 replay_frame *frame = replay->cursor_frame;
185 if( !frame ) return 0.0f;
186 replay_frame *next = frame->r;
187 if( next ){
188 f64 l = next->time - frame->time,
189 t = (replay->cursor - frame->time) / l;
190 return vg_clampf( t, 0.0f, 1.0f );
191 }
192 else
193 return 0.0f;
194 }
195
196 VG_STATIC void replay_get_frame_camera( replay_frame *frame, camera *cam ){
197 cam->fov = frame->cam_fov;
198 v3_copy( frame->cam_pos, cam->pos );
199 v3_copy( frame->cam_angles, cam->angles );
200 }
201
202 VG_STATIC void replay_get_camera( replay_buffer *replay, camera *cam ){
203 cam->nearz = 0.1f;
204 cam->farz = 100.0f;
205 if( replay->cursor_frame ){
206 replay_frame *next = replay->cursor_frame->r;
207
208 if( next ){
209 camera temp;
210
211 replay_get_frame_camera( replay->cursor_frame, cam );
212 replay_get_frame_camera( next, &temp );
213 camera_lerp( cam, &temp, replay_subframe_time( replay ), cam );
214 }
215 else {
216 replay_get_frame_camera( replay->cursor_frame, cam );
217 }
218 }
219 else {
220 v3_zero( cam->pos );
221 v3_zero( cam->angles );
222 cam->fov = 90.0f;
223 }
224 }
225
226 struct replay_rb{
227 v3f co, v, w;
228 v4f q;
229 };
230
231 VG_STATIC
232 void skaterift_record_frame( replay_buffer *replay, int force_gamestate ){
233 f64 delta = 9999999.9,
234 statedelta = 9999999.9;
235
236 if( replay->head )
237 delta = vg.time - replay->head->time;
238
239 if( replay->statehead )
240 statedelta = vg.time - replay->statehead->time;
241
242 const f64 k_replay_rate = 1.0/30.0,
243 k_gamestate_rate = 0.5;
244
245 int save_frame = 0,
246 save_state = 0;
247
248 if( force_gamestate ) save_state = 1;
249 if( statedelta > k_gamestate_rate ) save_state = 1;
250 if( delta > k_replay_rate ) save_frame = 1;
251 if( save_state ) save_frame = 1;
252
253 if( !save_frame ) return;
254
255 u32 gamestate_size = 0;
256
257 if( save_state ){
258 gamestate_size = (u32 []){
259 [k_player_subsystem_walk ] = sizeof(struct player_walk_state),
260 [k_player_subsystem_drive] = 0,
261 [k_player_subsystem_skate] = sizeof(struct player_skate_state),
262 [k_player_subsystem_dead ] = localplayer.ragdoll.part_count *
263 sizeof(struct replay_rb)
264 }[ localplayer.subsystem ];
265 }
266
267 replay_frame *frame = replay_newframe( replay, gamestate_size, 0 );
268
269 if( save_state ){
270 replay_gamestate *gs = replay_frame_gamestate( frame );
271 gs->system = localplayer.subsystem;
272
273 /* permanent block */
274 memcpy( &gs->rb, &localplayer.rb, sizeof(rigidbody) );
275 memcpy( &gs->cam_control, &localplayer.cam_control,
276 sizeof(struct player_cam_controller) );
277 v3_copy( localplayer.angles, gs->angles );
278
279 void *dst = replay_gamestate_subsystem_data( gs );
280
281 /* subsytem/dynamic block */
282 if( localplayer.subsystem == k_player_subsystem_walk )
283 memcpy( dst, &localplayer._walk.state, gamestate_size );
284 else if( localplayer.subsystem == k_player_subsystem_skate )
285 memcpy( dst, &localplayer._skate.state, gamestate_size );
286 else if( localplayer.subsystem == k_player_subsystem_dead ){
287 struct replay_rb *arr = dst;
288 for( u32 i=0; i<localplayer.ragdoll.part_count; i ++ ){
289 rigidbody *rb = &localplayer.ragdoll.parts[i].obj.rb;
290 v3_copy( rb->co, arr[i].co );
291 v3_copy( rb->w, arr[i].w );
292 v3_copy( rb->v, arr[i].v );
293 v4_copy( rb->q, arr[i].q );
294 }
295 }
296 }
297
298 replay->cursor = vg.time;
299 replay->cursor_frame = frame;
300
301 player_animation *res = &frame->anim;
302 v3_zero( res->root_co );
303 q_identity( res->root_q );
304 res->type = k_player_animation_type_absolute;
305
306 struct skeleton *sk = &localplayer.playeravatar->sk;
307
308 memcpy( &frame->board_pose, &localplayer.board_pose,
309 sizeof(localplayer.board_pose) );
310 frame->time = vg.time;
311 v3_copy( localplayer.cam.pos, frame->cam_pos );
312
313 if( localplayer.gate_waiting ){
314 m4x3_mulv( localplayer.gate_waiting->transport,
315 frame->cam_pos, frame->cam_pos );
316
317 for( u32 i=1; i<sk->bone_count; i++ ){
318 struct skeleton_bone *sb = &sk->bones[i];
319 mdl_keyframe *kf = &res->pose[i-1];
320 m4x3f mtx;
321 m4x3_mul( localplayer.gate_waiting->transport, sk->final_mtx[i], mtx );
322 m4x3_decompose( mtx, kf->co, kf->q, kf->s );
323 }
324 }
325 else
326 skeleton_decompose_mtx_absolute( sk, res->pose );
327
328 v3_copy( localplayer.cam.angles, frame->cam_angles );
329 frame->cam_fov = localplayer.cam.fov;
330 }
331
332 VG_STATIC
333 void skaterift_restore_frame( replay_frame *frame ){
334 replay_gamestate *gs = replay_frame_gamestate( frame );
335 void *src = replay_gamestate_subsystem_data( gs );
336
337 /* TODO: Move this to subsystem bindings now that its variable */
338 if( gs->system == k_player_subsystem_walk ){
339 memcpy( &localplayer._walk.state, src,
340 frame->subsystem_gamestate_size );
341 }
342 else if( gs->system == k_player_subsystem_skate ){
343 memcpy( &localplayer._skate.state, src,
344 frame->subsystem_gamestate_size );
345 }
346 else if( gs->system == k_player_subsystem_dead ){
347 player__dead_transition( &localplayer );
348 struct replay_rb *arr = src;
349
350 for( u32 i=0; i<localplayer.ragdoll.part_count; i ++ ){
351 struct ragdoll_part *part = &localplayer.ragdoll.parts[i];
352 rigidbody *rb = &part->obj.rb;
353
354 v3_copy( arr[i].co, rb->co );
355 v3_copy( arr[i].w, rb->w );
356 v3_copy( arr[i].v, rb->v );
357 v4_copy( arr[i].q, rb->q );
358
359 v3_copy( arr[i].co, part->prev_co );
360 v4_copy( arr[i].q, part->prev_q );
361 }
362 }
363
364 localplayer.subsystem = gs->system;
365
366 memcpy( &localplayer.rb, &gs->rb, sizeof(rigidbody) );
367 v3_copy( gs->angles, localplayer.angles );
368
369 v3_copy( frame->cam_pos, localplayer.cam.pos );
370 v3_copy( frame->cam_angles, localplayer.cam.angles );
371 localplayer.cam.fov = frame->cam_fov;
372
373 memcpy( &localplayer.cam_control, &gs->cam_control,
374 sizeof(struct player_cam_controller) );
375
376 /* chop end off replay */
377 frame->r = NULL;
378 skaterift.replay.statehead = frame;
379 skaterift.replay.head = frame;
380 skaterift.replay.cursor_frame = frame;
381 skaterift.replay.cursor = frame->time;
382 skaterift.replay_control = k_replay_control_scrub;
383 skaterift.activity = k_skaterift_default;
384 vg.time = frame->time;
385 }
386
387 VG_STATIC void skaterift_replay_pre_update(void){
388 if( skaterift.activity != k_skaterift_replay ) return;
389
390 if( skaterift.replay_control == k_replay_control_resume ){
391 if( skaterift.replay.cursor_frame == skaterift.resume_target ||
392 skaterift.replay.cursor_frame == NULL ){
393 skaterift_restore_frame( skaterift.resume_target );
394 }
395 else {
396 vg_slewf( &skaterift.resume_transition, 1.0f,
397 vg.time_frame_delta * (1.0f/1.0f) );
398
399 if( skaterift.resume_transition >= 1.0f )
400 skaterift_restore_frame( skaterift.resume_target );
401 else {
402 f64 target = vg_lerp( skaterift.resume_begin,
403 skaterift.resume_target->time,
404 vg_smoothstepf( skaterift.resume_transition ) );
405 replay_seek( &skaterift.replay, target );
406 }
407 }
408 }
409 else {
410 if( button_down( k_srbind_replay_play ) )
411 skaterift.replay_control = k_replay_control_play;
412
413 f32 target_speed = axis_state( k_sraxis_replay_h ) * 5.0;
414
415 if( fabsf(target_speed) > 0.01f )
416 skaterift.replay_control = k_replay_control_scrub;
417
418 if( skaterift.replay_control == k_replay_control_play )
419 target_speed = 1.0;
420
421 vg_slewf( &skaterift.track_velocity, target_speed,
422 10.0f*vg.time_frame_delta );
423
424 if( fabsf( skaterift.track_velocity ) > 0.0001f ){
425 f64 target = skaterift.replay.cursor;
426 target += skaterift.track_velocity * vg.time_frame_delta;
427
428 replay_seek( &skaterift.replay, target );
429 }
430
431 if( button_down( k_srbind_replay_resume ) ){
432 replay_frame *prev = replay_find_recent_stateframe(&skaterift.replay);
433
434 if( prev ){
435 skaterift.replay_control = k_replay_control_resume;
436 skaterift.resume_target = prev;
437 skaterift.resume_begin = skaterift.replay.cursor;
438 skaterift.resume_transition = 0.0f;
439 }
440 }
441 else if( button_down( k_srbind_mback ) ){
442 if( skaterift.replay.statehead )
443 skaterift_restore_frame( skaterift.replay.statehead );
444 else
445 skaterift.activity = k_skaterift_default;
446 srinput.enabled = 0;
447 }
448 }
449 }
450
451 VG_STATIC void skaterift_replay_debug_info(void){
452 player__debugtext( 2, "replay info" );
453
454 replay_buffer *replay = &skaterift.replay;
455
456 u32 head = 0,
457 tail = 0;
458 if( replay->tail ) tail = (void *)replay->tail - replay->data;
459 if( replay->head ) head = (void *)replay->head - replay->data;
460
461 player__debugtext( 1, "head @%u | tail @%u\n", head, tail );
462
463 if( replay->statehead ){
464 u32 state = (void *)replay->statehead - replay->data;
465 player__debugtext( 1, "gs @%u\n", state );
466 player__debugtext( 1, "gamestate_size: %u\n",
467 replay->statehead->subsystem_gamestate_size );
468 }
469 else
470 player__debugtext( 1, "gs @NULL\n" );
471
472 f64 start = replay->cursor,
473 end = replay->cursor;
474 if( replay->tail ) start = replay->tail->time;
475 if( replay->head ) end = replay->head->time;
476
477 f64 cur = replay->cursor - start,
478 len = end - start;
479
480 player__debugtext( 1, "cursor: %.2fs / %.2fs\n", cur, len );
481 }
482
483 VG_STATIC void skaterift_replay_imgui(void){
484 if( skaterift.activity != k_skaterift_replay ) return;
485
486 replay_buffer *replay = &skaterift.replay;
487 f64 start = replay->cursor,
488 end = replay->cursor;
489 if( replay->tail ) start = replay->tail->time;
490 if( replay->head ) end = replay->head->time;
491 f64 len = end - start,
492 cur = (replay->cursor - start) / len;
493
494 char buffer[ 128 ];
495
496 /* mainbar */
497 ui_px height = 32,
498 cwidth = 2;
499 ui_rect bar = { 0, vg.window_y - height, vg.window_x, height };
500 ui_fill( bar, ui_colour( k_ui_bg ) );
501
502 /* cursor frame block */
503 if( replay->cursor_frame ){
504 if( replay->cursor_frame->r ){
505 f64 l = (replay->cursor_frame->r->time-replay->cursor_frame->time)/len,
506 s = (replay->cursor_frame->time - start) / len;
507 ui_rect box = { s*(f64)vg.window_x, bar[1]-2,
508 VG_MAX(4,(ui_px)(l*vg.window_x)), bar[3]+2 };
509 ui_fill( box, ui_colour( k_ui_bg+4 ) );
510 }
511 }
512
513 /* cursor */
514 ui_rect cusor = { cur * (f64)vg.window_x - (cwidth/2), bar[1],
515 cwidth, bar[3] };
516 ui_fill( cusor, ui_colour( k_ui_bg+7 ) );
517
518 /* latest state marker */
519 if( replay->statehead ){
520 f64 t = (replay->statehead->time - start) / len;
521 ui_rect tag = { t*(f64)vg.window_x, bar[1]-8, 2, bar[3]+8 };
522 ui_fill( tag, ui_colour( k_ui_green+k_ui_brighter ) );
523 }
524
525 /* previous state marker */
526 replay_frame *prev = replay_find_recent_stateframe( replay );
527 if( prev ){
528 f64 t = (prev->time - start) / len;
529 ui_rect tag = { t*(f64)vg.window_x, bar[1]-8, 2, bar[3]+8 };
530 ui_fill( tag, ui_colour( k_ui_yellow+k_ui_brighter ) );
531 }
532
533 cusor[1] -= height;
534 cusor[2] = 200;
535 snprintf( buffer, 128, "-%.2fs\n", (end-replay->cursor) );
536 ui_text( cusor, buffer, 1, k_ui_align_middle_left, 0 );
537
538 snprintf( buffer, 128, "-%.2fs\n", len );
539 ui_text( bar, buffer, 1, k_ui_align_middle_left, 0 );
540 ui_text( bar, "0s", 1, k_ui_align_middle_right, 0 );
541
542 ui_rect info = { 0, vg.window_y-bar[3]-64, 128, 64 };
543 if( vg_input.display_input_method == k_input_method_controller )
544 ui_text( info, "scrub: <- LS ->\nresume:LB\nplay: A", 1,0,0 );
545 else
546 ui_text( info, "scrub: <- ->\nresume:R\nplay: space", 1,0,0 );
547 }
548
549 #endif /* PLAYER_REPLAY_C */