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"
12 #include "shaders/model_character_view.h"
13 #include "shaders/model_board_view.h"
14 #include "shaders/model_entity.h"
16 VG_STATIC
void player_avatar_load( struct player_avatar
*av
, const char *path
)
18 mdl_open( &av
->meta
, path
, vg_mem
.rtmemory
);
19 mdl_load_metadata_block( &av
->meta
, vg_mem
.rtmemory
);
20 mdl_load_animation_block( &av
->meta
, vg_mem
.rtmemory
);
21 mdl_close( &av
->meta
);
23 struct skeleton
*sk
= &av
->sk
;
24 skeleton_setup( sk
, vg_mem
.rtmemory
, &av
->meta
);
26 av
->id_hip
= skeleton_bone_id( sk
, "hips" );
27 av
->id_ik_hand_l
= skeleton_bone_id( sk
, "hand.IK.L" );
28 av
->id_ik_hand_r
= skeleton_bone_id( sk
, "hand.IK.R" );
29 av
->id_ik_elbow_l
= skeleton_bone_id( sk
, "elbow.L" );
30 av
->id_ik_elbow_r
= skeleton_bone_id( sk
, "elbow.R" );
31 av
->id_head
= skeleton_bone_id( sk
, "head" );
32 av
->id_ik_foot_l
= skeleton_bone_id( sk
, "foot.IK.L" );
33 av
->id_ik_foot_r
= skeleton_bone_id( sk
, "foot.IK.R" );
34 av
->id_board
= skeleton_bone_id( sk
, "board" );
35 av
->id_wheel_l
= skeleton_bone_id( sk
, "wheel.L" );
36 av
->id_wheel_r
= skeleton_bone_id( sk
, "wheel.R" );
37 av
->id_ik_knee_l
= skeleton_bone_id( sk
, "knee.L" );
38 av
->id_ik_knee_r
= skeleton_bone_id( sk
, "knee.R" );
41 /* TODO: Standard model load */
43 VG_STATIC
void dynamic_model_load( mdl_context
*ctx
,
44 struct dynamic_model_1texture
*mdl
,
47 if( !mdl_arrcount( &ctx
->textures
) )
48 vg_fatal_error( "No texture in model" );
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
);
54 vg_tex2d_load_qoi_async( data
, tex0
->file
.pack_size
,
55 VG_TEX2D_NEAREST
|VG_TEX2D_CLAMP
,
58 mdl_async_load_glmesh( ctx
, &mdl
->mesh
);
61 VG_STATIC
void dynamic_model_unload( struct dynamic_model_1texture
*mdl
){
62 mesh_free( &mdl
->mesh
);
63 glDeleteTextures( 1, &mdl
->texture
);
66 /* TODO: allow error handling */
67 VG_STATIC
void player_board_load( struct player_board
*board
,
70 vg_linear_clear( vg_mem
.scratch
);
73 mdl_open( &ctx
, path
, vg_mem
.scratch
);
74 mdl_load_metadata_block( &ctx
, vg_mem
.scratch
);
76 dynamic_model_load( &ctx
, &board
->mdl
, path
);
78 mdl_array_ptr markers
;
79 mdl_load_array( &ctx
, &markers
, "ent_marker", vg_mem
.scratch
);
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;
88 for( u32 i
=0; i
<mdl_arrcount(&ctx
.meshs
); i
++ ){
89 mdl_mesh
*mesh
= mdl_arritm( &ctx
.meshs
, i
);
91 if( mdl_entity_id_type( mesh
->entity_id
) != k_ent_marker
)
94 u32 index
= mdl_entity_id_id( mesh
->entity_id
);
95 ent_marker
*marker
= mdl_arritm( &markers
, index
);
97 mdl_submesh
*sm0
= mdl_arritm( &ctx
.submeshs
, mesh
->submesh_start
);
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;
103 if( !strcmp( alias
, "wheel" ) ){
105 board
->wheels
[ id
] = *sm0
;
106 v3_copy( marker
->transform
.co
, board
->wheel_positions
[ id
] );
108 else if( !strcmp( alias
, "board" ) ){
110 v3_copy( marker
->transform
.co
, board
->board_position
);
112 else if( !strcmp( alias
, "truck" ) ){
113 board
->trucks
[ fb
] = *sm0
;
114 v3_copy( marker
->transform
.co
, board
->truck_positions
[ fb
] );
121 VG_STATIC
void player_board_unload( struct player_board
*board
){
122 dynamic_model_unload( &board
->mdl
);
125 VG_STATIC
void player_model_load( struct player_model
*board
, const char *path
){
126 vg_linear_clear( vg_mem
.scratch
);
129 mdl_open( &ctx
, path
, vg_mem
.scratch
);
130 mdl_load_metadata_block( &ctx
, vg_mem
.scratch
);
132 dynamic_model_load( &ctx
, &board
->mdl
, path
);
137 VG_STATIC
void player_model_unload( struct player_model
*board
){
138 dynamic_model_unload( &board
->mdl
);
141 VG_STATIC
void player_apply_pose_to_skeleton( player_instance
*player
){
142 struct skeleton
*sk
= &player
->playeravatar
->sk
;
143 player_pose
*pose
= &player
->pose
;
146 q_m3x3( pose
->root_q
, transform
);
147 v3_copy( pose
->root_co
, transform
[3] );
149 if( pose
->type
== k_player_pose_type_ik
){
150 skeleton_apply_pose( sk
, pose
->keyframes
, k_anim_apply_defer_ik
);
151 skeleton_apply_ik_pass( sk
);
152 skeleton_apply_pose( sk
, pose
->keyframes
, k_anim_apply_deffered_only
);
153 skeleton_apply_inverses( sk
);
154 skeleton_apply_transform( sk
, transform
);
156 else if( pose
->type
== k_player_pose_type_fk_2
){
157 skeleton_apply_pose( sk
, pose
->keyframes
, k_anim_apply_always
);
158 skeleton_apply_inverses( sk
);
159 skeleton_apply_transform( sk
, transform
);
163 VG_STATIC
void player__animate( player_instance
*player
){
164 if( _player_animate
[ player
->subsystem
] &&
165 _player_pose
[ player
->subsystem
] ){
166 _player_animate
[ player
->subsystem
]( player
);
167 _player_pose
[ player
->subsystem
]( player
, &player
->pose
);
170 struct skeleton
*sk
= &player
->playeravatar
->sk
;
172 if( player
->holdout_time
> 0.0f
){
173 player_pose
*pose
= &player
->pose
;
174 skeleton_lerp_pose( sk
,
175 pose
->keyframes
, player
->holdout_pose
.keyframes
,
176 player
->holdout_time
, pose
->keyframes
);
177 q_nlerp( pose
->root_q
, player
->holdout_pose
.root_q
,
178 player
->holdout_time
, pose
->root_q
);
179 player
->holdout_time
-= vg
.time_frame_delta
* 2.0f
;
182 player_apply_pose_to_skeleton( player
);
183 skeleton_debug( sk
);
186 if( _player_post_animate
[ player
->subsystem
] )
187 _player_post_animate
[ player
->subsystem
]( player
);
189 player__cam_iterate( player
);
192 VG_STATIC
void player_copy_frame_animator( player_instance
*player
,
193 replay_frame
*frame
){
194 void *animator_src
= replay_frame_data( frame
, k_replay_framedata_animator
);
195 u16 animator_size
= frame
->data_table
[ k_replay_framedata_animator
][1];
197 if( frame
->system
== k_player_subsystem_walk
){
198 memcpy( &player
->_walk
.animator
, animator_src
, animator_size
);
200 else if( frame
->system
== k_player_subsystem_dead
){
201 memcpy( &player
->_dead
.animator
, animator_src
, animator_size
);
203 else if( frame
->system
== k_player_subsystem_skate
){
204 memcpy( &player
->_skate
.animator
, animator_src
, animator_size
);
206 else if( frame
->system
== k_player_subsystem_drive
){
211 VG_STATIC
void player__animate_from_replay( player_instance
*player
,
212 replay_buffer
*replay
){
213 replay_frame
*frame
= replay
->cursor_frame
,
219 f32 t
= replay_subframe_time( replay
);
221 player_pose pose0
, pose1
;
223 player_copy_frame_animator( player
, frame
);
224 _player_pose
[ frame
->system
]( player
, &pose0
);
226 player_copy_frame_animator( player
, next
);
227 _player_pose
[ next
->system
]( player
, &pose1
);
229 v3_lerp( pose0
.root_co
, pose1
.root_co
, t
, player
->pose
.root_co
);
230 q_nlerp( pose0
.root_q
, pose1
.root_q
, t
, player
->pose
.root_q
);
231 player
->pose
.type
= pose0
.type
;
232 player
->pose
.board
.lean
= vg_lerpf( pose0
.board
.lean
,
233 pose1
.board
.lean
, t
);
235 struct skeleton
*sk
= &player
->playeravatar
->sk
;
236 if( pose0
.type
!= pose1
.type
){
237 /* it would be nice to apply IK pass in-keyframes. TOO BAD! */
238 skeleton_copy_pose( sk
, pose0
.keyframes
, player
->pose
.keyframes
);
241 skeleton_lerp_pose( sk
, pose0
.keyframes
, pose1
.keyframes
,
242 t
, player
->pose
.keyframes
);
246 player_copy_frame_animator( player
, frame
);
247 _player_pose
[ frame
->system
]( player
, &player
->pose
);
252 player_apply_pose_to_skeleton( player
);
255 VG_STATIC
void player__pre_render( player_instance
*player
){
256 /* shadowing/ao info */
257 struct player_avatar
*av
= player
->playeravatar
;
258 struct player_board
*board
=
259 addon_cache_item_if_loaded( k_addon_type_board
,
260 player
->board_view_slot
);
263 v3_copy((v3f
){0.0f
,0.1f
, board
->truck_positions
[0][2]}, vp0
);
264 v3_copy((v3f
){0.0f
,0.1f
, board
->truck_positions
[1][2]}, vp1
);
271 struct ub_world_lighting
*ubo
= &world_current_instance()->ub_lighting
;
272 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_board
], vp0
, ubo
->g_board_0
);
273 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_board
], vp1
, ubo
->g_board_1
);
276 VG_STATIC
void render_board( camera
*cam
, world_instance
*world
,
277 struct player_board
*board
, m4x3f root
,
278 struct player_board_pose
*pose
,
279 enum board_shader shader
)
285 glActiveTexture( GL_TEXTURE0
);
286 glBindTexture( GL_TEXTURE_2D
, board
->mdl
.texture
);
288 if( shader
== k_board_shader_player
){
289 shader_model_board_view_use();
290 shader_model_board_view_uTexMain( 0 );
291 shader_model_board_view_uCamera( cam
->transform
[3] );
292 shader_model_board_view_uPv( cam
->mtx
.pv
);
293 shader_model_board_view_uTexSceneDepth( 1 );
294 render_fb_bind_texture( gpipeline
.fb_main
, 2, 1 );
296 render_fb_inverse_ratio( gpipeline
.fb_main
, inverse
);
298 inverse
[2] = skaterift
.cam
.farz
-skaterift
.cam
.nearz
;
300 shader_model_board_view_uInverseRatioDepth( inverse
);
301 render_fb_inverse_ratio( NULL
, inverse
);
302 inverse
[2] = cam
->farz
-cam
->nearz
;
303 shader_model_board_view_uInverseRatioMain( inverse
);
305 world_link_lighting_ub( world
, _shader_model_board_view
.id
);
306 world_bind_position_texture( world
, _shader_model_board_view
.id
,
307 _uniform_model_board_view_g_world_depth
, 2 );
308 world_bind_light_array( world
, _shader_model_board_view
.id
,
309 _uniform_model_board_view_uLightsArray
, 3 );
310 world_bind_light_index( world
, _shader_model_board_view
.id
,
311 _uniform_model_board_view_uLightsIndex
, 4 );
313 else if( shader
== k_board_shader_entity
){
314 shader_model_entity_use();
315 shader_model_entity_uTexMain( 0 );
316 shader_model_entity_uCamera( cam
->transform
[3] );
317 shader_model_entity_uPv( cam
->mtx
.pv
);
319 world_link_lighting_ub( world
, _shader_model_entity
.id
);
320 world_bind_position_texture( world
, _shader_model_entity
.id
,
321 _uniform_model_entity_g_world_depth
, 2 );
322 world_bind_light_array( world
, _shader_model_entity
.id
,
323 _uniform_model_entity_uLightsArray
, 3 );
324 world_bind_light_index( world
, _shader_model_entity
.id
,
325 _uniform_model_entity_uLightsIndex
, 4 );
328 mesh_bind( &board
->mdl
.mesh
);
332 if( board
->board
.indice_count
){
334 m3x3_identity( mlocal
);
342 q_axis_angle( qroll
, (v3f
){0.0f
,0.0f
,1.0f
}, pose
->lean
* 0.6f
);
343 keyframe_rotate_around( &kf
, (v3f
){0.0f
,0.11f
,0.0f
},
344 (v3f
){0.0f
,0.0f
,0.0f
}, qroll
);
346 v3_add( board
->board_position
, kf
.co
, mlocal
[3] );
347 q_m3x3( kf
.q
, mlocal
);
349 m4x3_mul( root
, mlocal
, mlocal
);
351 if( shader
== k_board_shader_entity
){
352 /* TODO: provide a way to supply previous mdl mtx? */
353 m4x3_expand( mlocal
, m4mdl
);
354 m4x4_mul( cam
->mtx_prev
.pv
, m4mdl
, m4mdl
);
355 shader_model_entity_uPvmPrev( m4mdl
);
356 shader_model_entity_uMdl( mlocal
);
359 shader_model_board_view_uMdl( mlocal
);
361 mdl_draw_submesh( &board
->board
);
364 for( int i
=0; i
<2; i
++ ){
365 if( !board
->trucks
[i
].indice_count
)
369 m3x3_identity( mlocal
);
370 v3_copy( board
->truck_positions
[i
], mlocal
[3] );
371 m4x3_mul( root
, mlocal
, mlocal
);
373 if( shader
== k_board_shader_entity
){
374 m4x3_expand( mlocal
, m4mdl
);
375 m4x4_mul( cam
->mtx_prev
.pv
, m4mdl
, m4mdl
);
376 shader_model_entity_uPvmPrev( m4mdl
);
377 shader_model_entity_uMdl( mlocal
);
380 shader_model_board_view_uMdl( mlocal
);
382 mdl_draw_submesh( &board
->trucks
[i
] );
385 for( int i
=0; i
<4; i
++ ){
386 if( !board
->wheels
[i
].indice_count
)
390 m3x3_identity( mlocal
);
391 v3_copy( board
->wheel_positions
[i
], mlocal
[3] );
392 m4x3_mul( root
, mlocal
, mlocal
);
394 if( shader
== k_board_shader_entity
){
395 m4x3_expand( mlocal
, m4mdl
);
396 m4x4_mul( cam
->mtx_prev
.pv
, m4mdl
, m4mdl
);
397 shader_model_entity_uPvmPrev( m4mdl
);
398 shader_model_entity_uMdl( mlocal
);
401 shader_model_board_view_uMdl( mlocal
);
403 mdl_draw_submesh( &board
->wheels
[i
] );
407 VG_STATIC
void render_playermodel( camera
*cam
, world_instance
*world
,
409 struct player_model
*model
,
410 struct skeleton
*skeleton
){
413 shader_model_character_view_use();
415 glActiveTexture( GL_TEXTURE0
);
416 glBindTexture( GL_TEXTURE_2D
, model
->mdl
.texture
);
417 shader_model_character_view_uTexMain( 0 );
418 shader_model_character_view_uCamera( cam
->transform
[3] );
419 shader_model_character_view_uPv( cam
->mtx
.pv
);
422 shader_model_character_view_uTexSceneDepth( 1 );
423 render_fb_bind_texture( gpipeline
.fb_main
, 2, 1 );
425 render_fb_inverse_ratio( gpipeline
.fb_main
, inverse
);
426 inverse
[2] = skaterift
.cam
.farz
-skaterift
.cam
.nearz
;
428 shader_model_character_view_uInverseRatioDepth( inverse
);
429 render_fb_inverse_ratio( NULL
, inverse
);
430 inverse
[2] = cam
->farz
-cam
->nearz
;
431 shader_model_character_view_uInverseRatioMain( inverse
);
433 shader_model_character_view_uDepthCompare( depth_compare
);
435 world_link_lighting_ub( world
, _shader_model_character_view
.id
);
436 world_bind_position_texture( world
, _shader_model_character_view
.id
,
437 _uniform_model_character_view_g_world_depth
, 2 );
438 world_bind_light_array( world
, _shader_model_character_view
.id
,
439 _uniform_model_character_view_uLightsArray
, 3 );
440 world_bind_light_index( world
, _shader_model_character_view
.id
,
441 _uniform_model_character_view_uLightsIndex
, 4 );
443 glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms
,
444 skeleton
->bone_count
,
446 (float *)skeleton
->final_mtx
);
448 mesh_bind( &model
->mdl
.mesh
);
449 mesh_draw( &model
->mdl
.mesh
);
452 PLAYER_API
void player__render( camera
*cam
, player_instance
*player
){
453 world_instance
*world
= world_current_instance();
454 SDL_AtomicLock( &addon_system
.sl_cache_using_resources
);
456 struct player_model
*model
=
457 addon_cache_item_if_loaded( k_addon_type_player
,
458 player
->playermodel_view_slot
);
460 if( !model
) model
= &player
->fallback_model
;
461 render_playermodel( cam
, world
, 1, model
, &player
->playeravatar
->sk
);
463 struct player_board
*board
=
464 addon_cache_item_if_loaded( k_addon_type_board
,
465 player
->board_view_slot
);
467 render_board( cam
, world
, board
, player
->playeravatar
->sk
.final_mtx
[
468 player
->playeravatar
->id_board
],
470 k_board_shader_player
);
472 SDL_AtomicUnlock( &addon_system
.sl_cache_using_resources
);
475 #endif /* PLAYER_RENDER_C */