1 #ifndef PLAYER_RENDER_C
2 #define PLAYER_RENDER_C
5 #include "player_render.h"
7 #include "player_model.h"
8 #include "ent_skateshop.h"
11 #include "shaders/model_character_view.h"
12 #include "shaders/model_board_view.h"
13 #include "shaders/model_entity.h"
15 VG_STATIC
void player_avatar_load( struct player_avatar
*av
, const char *path
)
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
);
22 struct skeleton
*sk
= &av
->sk
;
23 skeleton_setup( sk
, vg_mem
.rtmemory
, &av
->meta
);
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" );
40 /* TODO: Standard model load */
42 VG_STATIC
void player_model_load( struct player_model
*mdl
, const char *path
)
44 vg_linear_clear( vg_mem
.scratch
);
47 mdl_open( &ctx
, path
, vg_mem
.scratch
);
48 mdl_load_metadata_block( &ctx
, vg_mem
.scratch
);
50 if( !mdl_arrcount( &ctx
.textures
) )
51 vg_fatal_error( "No texture in player model" );
53 mdl_texture
*tex0
= mdl_arritm( &ctx
.textures
, 0 );
54 void *data
= vg_linear_alloc( vg_mem
.scratch
, tex0
->file
.pack_size
);
55 mdl_fread_pack_file( &ctx
, &tex0
->file
, data
);
57 vg_tex2d_load_qoi_async( data
, tex0
->file
.pack_size
,
58 VG_TEX2D_NEAREST
|VG_TEX2D_CLAMP
,
61 mdl_async_load_glmesh( &ctx
, &mdl
->mesh
);
65 /* TODO: allow error handling */
66 VG_STATIC
void player_board_load( struct player_board
*mdl
, const char *path
)
68 vg_linear_clear( vg_mem
.scratch
);
71 mdl_open( &ctx
, path
, vg_mem
.scratch
);
72 mdl_load_metadata_block( &ctx
, vg_mem
.scratch
);
74 mdl_array_ptr markers
;
75 mdl_load_array( &ctx
, &markers
, "ent_marker", vg_mem
.scratch
);
77 if( !mdl_arrcount( &ctx
.textures
) )
78 vg_fatal_error( "No texture in board model" );
80 mdl_texture
*tex0
= mdl_arritm( &ctx
.textures
, 0 );
81 void *data
= vg_linear_alloc( vg_mem
.scratch
, tex0
->file
.pack_size
);
82 mdl_fread_pack_file( &ctx
, &tex0
->file
, data
);
84 vg_tex2d_load_qoi_async( data
, tex0
->file
.pack_size
,
85 VG_TEX2D_CLAMP
|VG_TEX2D_NEAREST
,
88 mdl_async_load_glmesh( &ctx
, &mdl
->mesh
);
91 for( int i
=0; i
<4; i
++ )
92 mdl
->wheels
[i
].indice_count
= 0;
93 for( int i
=0; i
<2; i
++ )
94 mdl
->trucks
[i
].indice_count
= 0;
95 mdl
->board
.indice_count
= 0;
97 for( u32 i
=0; i
<mdl_arrcount(&ctx
.meshs
); i
++ ){
98 mdl_mesh
*mesh
= mdl_arritm( &ctx
.meshs
, i
);
100 if( mdl_entity_id_type( mesh
->entity_id
) != k_ent_marker
)
103 u32 index
= mdl_entity_id_id( mesh
->entity_id
);
104 ent_marker
*marker
= mdl_arritm( &markers
, index
);
106 mdl_submesh
*sm0
= mdl_arritm( &ctx
.submeshs
, mesh
->submesh_start
);
108 const char *alias
= mdl_pstr( &ctx
, marker
->pstr_alias
);
109 u32 lr
= marker
->transform
.co
[0] > 0.0f
? 1: 0,
110 fb
= marker
->transform
.co
[2] > 0.0f
? 0: 1;
112 if( !strcmp( alias
, "wheel" ) ){
114 mdl
->wheels
[ id
] = *sm0
;
115 v3_copy( marker
->transform
.co
, mdl
->wheel_positions
[ id
] );
117 else if( !strcmp( alias
, "board" ) ){
119 v3_copy( marker
->transform
.co
, mdl
->board_position
);
121 else if( !strcmp( alias
, "truck" ) ){
122 mdl
->trucks
[ fb
] = *sm0
;
123 v3_copy( marker
->transform
.co
, mdl
->truck_positions
[ fb
] );
128 VG_STATIC
void player_board_unload( struct player_board
*mdl
)
130 mesh_free( &mdl
->mesh
);
131 glDeleteTextures( 1, &mdl
->texture
);
134 VG_STATIC
void player__pre_render( player_instance
*player
)
136 if( _player_animate
[ player
->subsystem
] ){
137 player_animation res
;
138 _player_animate
[ player
->subsystem
]( player
, &res
);
141 q_m3x3( res
.root_q
, transform
);
142 v3_copy( res
.root_co
, transform
[3] );
144 struct skeleton
*sk
= &player
->playeravatar
->sk
;
146 if( player
->holdout_time
> 0.0f
){
147 skeleton_lerp_pose( sk
, res
.pose
, player
->holdout_pose
,
148 player
->holdout_time
, res
.pose
);
149 player
->holdout_time
-= vg
.time_frame_delta
* 2.0f
;
152 skeleton_apply_pose( sk
, res
.pose
, k_anim_apply_defer_ik
);
153 skeleton_apply_ik_pass( sk
);
154 skeleton_apply_pose( sk
, res
.pose
, k_anim_apply_deffered_only
);
155 skeleton_apply_inverses( sk
);
156 skeleton_apply_transform( sk
, transform
);
158 skeleton_debug( sk
);
161 if( _player_post_animate
[ player
->subsystem
] )
162 _player_post_animate
[ player
->subsystem
]( player
);
164 struct player_avatar
*av
= player
->playeravatar
;
165 struct player_board
*board
= player_get_player_board( player
);
170 v3_copy((v3f
){0.0f
,0.1f
, board
->truck_positions
[0][2]}, vp0
);
171 v3_copy((v3f
){0.0f
,0.1f
, board
->truck_positions
[1][2]}, vp1
);
178 struct ub_world_lighting
*ubo
= &world_current_instance()->ub_lighting
;
179 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_board
], vp0
, ubo
->g_board_0
);
180 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_board
], vp1
, ubo
->g_board_1
);
182 if( player
->immobile
){
183 player__cam_iterate( player
);
187 if( player
->rewinding
){
188 if( player
->rewind_time
<= 0.0f
){
189 double taken
= vg
.time
- player
->rewind_start
;
190 vg_success( "Rewind took (rt, pt, tl): %f, %f, %f\n",
191 taken
, player
->rewind_predicted_time
,
192 player
->rewind_total_length
);
194 player
->rewinding
= 0;
195 player
->rewind_length
= 1;
196 player
->rewind_total_length
= 0.0f
;
197 player
->rewind_accum
= 0.0f
;
198 world_render
.sky_target_rate
= 1.0;
199 world_static
.time
= world_static
.last_use
;
202 world_render
.sky_target_rate
= -100.0;
204 float budget
= vg
.time_delta
,
205 overall_length
= player
->rewind_length
;
207 for( int i
=0; (i
<10)&&(player
->rewind_time
>0.0f
)&&(budget
>0.0f
); i
++ ){
208 /* Interpolate frames */
209 int i0
= floorf( player
->rewind_time
),
210 i1
= VG_MIN( i0
+1, player
->rewind_length
-1 );
212 struct rewind_frame
*fr
= &player
->rewind_buffer
[i0
],
213 *fr1
= &player
->rewind_buffer
[i1
];
215 float dist
= vg_maxf( v3_dist( fr
->pos
, fr1
->pos
), 0.001f
),
216 subl
= vg_fractf( player
->rewind_time
) + 0.001f
,
218 sramp
= 3.0f
-(1.0f
/(0.4f
+0.4f
*player
->rewind_time
)),
219 speed
= sramp
*28.0f
+ 0.5f
*player
->rewind_time
,
220 mod
= speed
* (budget
/ dist
),
222 advl
= vg_minf( mod
, subl
),
223 advt
= (advl
/ mod
) * budget
;
225 player
->dist_accum
+= speed
* advt
;
226 player
->rewind_time
-= advl
;
230 player
->rewind_time
= vg_maxf( 0.0f
, player
->rewind_time
);
232 float current_time
= vg
.time
- player
->rewind_start
,
233 remaining
= player
->rewind_predicted_time
- current_time
;
235 if( player
->rewind_sound_wait
){
236 if( player
->rewind_predicted_time
>= 6.5f
){
237 if( remaining
<= 6.5f
){
239 audio_oneshot( &audio_rewind
[3], 1.0f
, 0.0f
);
241 player
->rewind_sound_wait
= 0;
244 else if( player
->rewind_predicted_time
>= 2.5f
){
245 if( remaining
<= 2.5f
){
247 audio_oneshot( &audio_rewind
[2], 1.0f
, 0.0f
);
249 player
->rewind_sound_wait
= 0;
252 else if( player
->rewind_predicted_time
>= 1.5f
){
253 if( remaining
<= 1.5f
){
255 audio_oneshot( &audio_rewind
[1], 1.0f
, 0.0f
);
257 player
->rewind_sound_wait
= 0;
262 int i0
= floorf( player
->rewind_time
),
263 i1
= VG_MIN( i0
+1, player
->rewind_length
-1 );
265 struct rewind_frame
*fr
= &player
->rewind_buffer
[i0
],
266 *fr1
= &player
->rewind_buffer
[i1
];
268 float sub
= vg_fractf(player
->rewind_time
);
270 v3_lerp( fr
->pos
, fr1
->pos
, sub
, player
->cam_override_pos
);
271 player
->cam_override_angles
[0] =
272 vg_alerpf( fr
->ang
[0], fr1
->ang
[0], sub
);
273 player
->cam_override_angles
[1] =
274 vg_lerpf ( fr
->ang
[1], fr1
->ang
[1], sub
);
275 player
->cam_override_fov
= player
->cam
.fov
;
277 float blend
= player
->rewind_time
* 0.25f
;
278 player
->cam_override_strength
= vg_clampf( blend
, 0.0f
, 1.0f
);
281 else player
->cam_override_strength
= 0.0f
;
283 player__cam_iterate( player
);
286 VG_STATIC
void render_board( camera
*cam
, world_instance
*world
,
287 struct player_board
*board
, m4x3f root
,
288 enum board_shader shader
)
294 glActiveTexture( GL_TEXTURE0
);
295 glBindTexture( GL_TEXTURE_2D
, board
->texture
);
297 if( shader
== k_board_shader_player
){
298 shader_model_board_view_use();
299 shader_model_board_view_uTexMain( 0 );
300 shader_model_board_view_uCamera( cam
->transform
[3] );
301 shader_model_board_view_uPv( cam
->mtx
.pv
);
302 shader_model_board_view_uTexSceneDepth( 1 );
304 render_fb_inverse_ratio( gpipeline
.fb_main
, inverse
);
306 inverse
[2] = main_camera
.farz
-main_camera
.nearz
;
308 shader_model_board_view_uInverseRatioDepth( inverse
);
309 render_fb_inverse_ratio( NULL
, inverse
);
310 inverse
[2] = cam
->farz
-cam
->nearz
;
311 shader_model_board_view_uInverseRatioMain( inverse
);
313 world_link_lighting_ub( world
, _shader_model_board_view
.id
);
314 world_bind_position_texture( world
, _shader_model_board_view
.id
,
315 _uniform_model_board_view_g_world_depth
, 2 );
316 world_bind_light_array( world
, _shader_model_board_view
.id
,
317 _uniform_model_board_view_uLightsArray
, 3 );
318 world_bind_light_index( world
, _shader_model_board_view
.id
,
319 _uniform_model_board_view_uLightsIndex
, 4 );
321 else if( shader
== k_board_shader_entity
){
322 shader_model_entity_use();
323 shader_model_entity_uTexMain( 0 );
324 shader_model_entity_uCamera( cam
->transform
[3] );
325 shader_model_entity_uPv( cam
->mtx
.pv
);
327 world_link_lighting_ub( world
, _shader_model_entity
.id
);
328 world_bind_position_texture( world
, _shader_model_entity
.id
,
329 _uniform_model_entity_g_world_depth
, 2 );
330 world_bind_light_array( world
, _shader_model_entity
.id
,
331 _uniform_model_entity_uLightsArray
, 3 );
332 world_bind_light_index( world
, _shader_model_entity
.id
,
333 _uniform_model_entity_uLightsIndex
, 4 );
336 mesh_bind( &board
->mesh
);
340 if( board
->board
.indice_count
){
342 m3x3_identity( mlocal
);
343 v3_copy( board
->board_position
, mlocal
[3] );
344 m4x3_mul( root
, mlocal
, mlocal
);
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
);
354 shader_model_board_view_uMdl( mlocal
);
356 mdl_draw_submesh( &board
->board
);
359 for( int i
=0; i
<2; i
++ ){
360 if( !board
->trucks
[i
].indice_count
)
364 m3x3_identity( mlocal
);
365 v3_copy( board
->truck_positions
[i
], mlocal
[3] );
366 m4x3_mul( root
, mlocal
, mlocal
);
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
);
375 shader_model_board_view_uMdl( mlocal
);
377 mdl_draw_submesh( &board
->trucks
[i
] );
380 for( int i
=0; i
<4; i
++ ){
381 if( !board
->wheels
[i
].indice_count
)
385 m3x3_identity( mlocal
);
386 v3_copy( board
->wheel_positions
[i
], mlocal
[3] );
387 m4x3_mul( root
, mlocal
, mlocal
);
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
);
396 shader_model_board_view_uMdl( mlocal
);
398 mdl_draw_submesh( &board
->wheels
[i
] );
402 PLAYER_API
void player__render( camera
*cam
, player_instance
*player
)
404 shader_model_character_view_use();
406 glActiveTexture( GL_TEXTURE0
);
407 glBindTexture( GL_TEXTURE_2D
, player
->playermodel
->texture
);
408 shader_model_character_view_uTexMain( 0 );
409 shader_model_character_view_uCamera( cam
->transform
[3] );
410 shader_model_character_view_uPv( cam
->mtx
.pv
);
411 shader_model_character_view_uTexSceneDepth( 1 );
412 render_fb_bind_texture( gpipeline
.fb_main
, 2, 1 );
414 render_fb_inverse_ratio( gpipeline
.fb_main
, inverse
);
415 inverse
[2] = main_camera
.farz
-main_camera
.nearz
;
417 shader_model_character_view_uInverseRatioDepth( inverse
);
418 render_fb_inverse_ratio( NULL
, inverse
);
419 inverse
[2] = cam
->farz
-cam
->nearz
;
420 shader_model_character_view_uInverseRatioMain( inverse
);
422 world_instance
*world
= world_current_instance();
423 world_link_lighting_ub( world
, _shader_model_character_view
.id
);
424 world_bind_position_texture( world
, _shader_model_character_view
.id
,
425 _uniform_model_character_view_g_world_depth
, 2 );
426 world_bind_light_array( world
, _shader_model_character_view
.id
,
427 _uniform_model_character_view_uLightsArray
, 3 );
428 world_bind_light_index( world
, _shader_model_character_view
.id
,
429 _uniform_model_character_view_uLightsIndex
, 4 );
431 glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms
,
432 player
->playeravatar
->sk
.bone_count
,
434 (float *)player
->playeravatar
->sk
.final_mtx
);
436 mesh_bind( &player
->playermodel
->mesh
);
437 mesh_draw( &player
->playermodel
->mesh
);
439 struct player_board
*board
= player_get_player_board( player
);
441 render_board( cam
, world
, board
, player
->playeravatar
->sk
.final_mtx
[
442 player
->playeravatar
->id_board
],
443 k_board_shader_player
);
446 #endif /* PLAYER_RENDER_C */