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"
15 #include "shaders/model_board_view.h"
16 #include "depth_compare.h"
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
);
24 struct skeleton
*sk
= &av
->sk
;
25 skeleton_setup( sk
, vg_mem
.rtmemory
, &av
->meta
);
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" );
42 /* TODO: Standard model load */
44 static void dynamic_model_load( mdl_context
*ctx
,
45 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 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 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 static void player_board_unload( struct player_board
*board
){
122 dynamic_model_unload( &board
->mdl
);
125 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 static void player_model_unload( struct player_model
*board
){
138 dynamic_model_unload( &board
->mdl
);
141 static void apply_full_skeleton_pose( struct skeleton
*sk
, player_pose
*pose
,
144 q_m3x3( pose
->root_q
, transform
);
145 v3_copy( pose
->root_co
, transform
[3] );
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
);
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
);
164 static void player__animate(void){
165 struct player_subsystem_interface
*sys
=
166 player_subsystems
[localplayer
.subsystem
];
168 assert( sys
->animate
);
170 assert( sys
->animator_data
);
174 player_pose
*pose
= &localplayer
.pose
;
175 sys
->pose( sys
->animator_data
, pose
);
177 struct skeleton
*sk
= &localplayer
.playeravatar
->sk
;
179 if( localplayer
.holdout_time
> 0.0f
){
180 skeleton_lerp_pose( sk
,
181 pose
->keyframes
,localplayer
.holdout_pose
.keyframes
,
182 localplayer
.holdout_time
, pose
->keyframes
);
184 v3_muladds( pose
->root_co
, localplayer
.holdout_pose
.root_co
,
185 localplayer
.holdout_time
, pose
->root_co
);
186 q_nlerp( pose
->root_q
, localplayer
.holdout_pose
.root_q
,
187 localplayer
.holdout_time
, pose
->root_q
);
189 localplayer
.holdout_time
-= vg
.time_frame_delta
* 2.0f
;
192 apply_full_skeleton_pose( &localplayer
.playeravatar
->sk
, &localplayer
.pose
,
193 localplayer
.final_mtx
);
194 skeleton_debug( sk
, localplayer
.final_mtx
);
196 if( sys
->post_animate
)
199 player__cam_iterate();
202 static void player_copy_frame_animator( replay_frame
*frame
){
203 struct player_subsystem_interface
*sys
=
204 player_subsystems
[localplayer
.subsystem
];
206 if( sys
->animator_size
){
207 void *src
= replay_frame_data( frame
, k_replay_framedata_animator
);
208 memcpy( sys
->animator_data
, src
, sys
->animator_size
);
212 static void lerp_player_pose( player_pose
*pose0
, player_pose
*pose1
, f32 t
,
213 player_pose
*posed
){
214 struct skeleton
*sk
= &localplayer
.playeravatar
->sk
;
216 v3_lerp( pose0
->root_co
, pose1
->root_co
, t
, posed
->root_co
);
217 q_nlerp( pose0
->root_q
, pose1
->root_q
, t
, posed
->root_q
);
218 posed
->type
= pose0
->type
;
219 posed
->board
.lean
= vg_lerpf( pose0
->board
.lean
, pose1
->board
.lean
, t
);
221 if( pose0
->type
!= pose1
->type
){
222 /* it would be nice to apply IK pass in-keyframes. TOO BAD! */
223 skeleton_copy_pose( sk
, pose0
->keyframes
, posed
->keyframes
);
226 skeleton_lerp_pose( sk
, pose0
->keyframes
, pose1
->keyframes
, t
,
231 static void player__animate_from_replay( replay_buffer
*replay
){
232 replay_frame
*frame
= replay
->cursor_frame
,
238 f32 t
= replay_subframe_time( replay
);
240 player_pose pose0
, pose1
;
242 struct player_subsystem_interface
243 *sys0
= player_subsystems
[frame
->system
],
244 *sys1
= player_subsystems
[next
->system
];
246 void *a0
= replay_frame_data( frame
, k_replay_framedata_animator
),
247 *a1
= replay_frame_data( next
, k_replay_framedata_animator
);
249 sys0
->pose( a0
, &pose0
);
250 sys1
->pose( a1
, &pose1
);
252 lerp_player_pose( &pose0
, &pose1
, t
, &localplayer
.pose
);
255 struct player_subsystem_interface
256 *sys
= player_subsystems
[frame
->system
];
257 sys
->pose( replay_frame_data( frame
, k_replay_framedata_animator
),
263 apply_full_skeleton_pose( &localplayer
.playeravatar
->sk
, &localplayer
.pose
,
264 localplayer
.final_mtx
);
267 static void player__pre_render(void){
268 /* shadowing/ao info */
269 struct player_avatar
*av
= localplayer
.playeravatar
;
270 struct player_board
*board
=
271 addon_cache_item_if_loaded( k_addon_type_board
,
272 localplayer
.board_view_slot
);
275 v3_copy((v3f
){0.0f
,0.1f
, board
->truck_positions
[0][2]}, vp0
);
276 v3_copy((v3f
){0.0f
,0.1f
, board
->truck_positions
[1][2]}, vp1
);
283 struct ub_world_lighting
*ubo
= &world_current_instance()->ub_lighting
;
284 m4x3_mulv( localplayer
.final_mtx
[ av
->id_board
], vp0
, ubo
->g_board_0
);
285 m4x3_mulv( localplayer
.final_mtx
[ av
->id_board
], vp1
, ubo
->g_board_1
);
288 static void render_board( camera
*cam
, world_instance
*world
,
289 struct player_board
*board
, m4x3f root
,
290 struct player_board_pose
*pose
,
291 enum board_shader shader
)
296 * adding depth compare to this shader
301 glActiveTexture( GL_TEXTURE0
);
302 glBindTexture( GL_TEXTURE_2D
, board
->mdl
.texture
);
304 if( shader
== k_board_shader_player
){
305 shader_model_board_view_use();
306 shader_model_board_view_uTexMain( 0 );
307 shader_model_board_view_uCamera( cam
->transform
[3] );
308 shader_model_board_view_uPv( cam
->mtx
.pv
);
310 shader_model_board_view_uDepthCompare(1);
312 shader_model_board_view_uTexSceneDepth
,
313 shader_model_board_view_uInverseRatioDepth
,
314 shader_model_board_view_uInverseRatioMain
,
317 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world
, model_board_view
);
319 else if( shader
== k_board_shader_entity
){
320 shader_model_entity_use();
321 shader_model_entity_uTexMain( 0 );
322 shader_model_entity_uCamera( cam
->transform
[3] );
323 shader_model_entity_uPv( cam
->mtx
.pv
);
325 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world
, model_entity
);
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 static void render_playermodel( camera
*cam
, world_instance
*world
,
409 struct player_model
*model
,
410 struct skeleton
*skeleton
,
414 shader_model_character_view_use();
416 glActiveTexture( GL_TEXTURE0
);
417 glBindTexture( GL_TEXTURE_2D
, model
->mdl
.texture
);
418 shader_model_character_view_uTexMain( 0 );
419 shader_model_character_view_uCamera( cam
->transform
[3] );
420 shader_model_character_view_uPv( cam
->mtx
.pv
);
422 shader_model_character_view_uDepthCompare( depth_compare
);
425 shader_model_character_view_uTexSceneDepth
,
426 shader_model_character_view_uInverseRatioDepth
,
427 shader_model_character_view_uInverseRatioMain
,
431 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world
, model_character_view
);
433 glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms
,
434 skeleton
->bone_count
,
436 (const GLfloat
*)final_mtx
);
438 mesh_bind( &model
->mdl
.mesh
);
439 mesh_draw( &model
->mdl
.mesh
);
442 static void player__render( camera
*cam
){
443 world_instance
*world
= world_current_instance();
444 SDL_AtomicLock( &addon_system
.sl_cache_using_resources
);
446 struct player_model
*model
=
447 addon_cache_item_if_loaded( k_addon_type_player
,
448 localplayer
.playermodel_view_slot
);
450 if( !model
) model
= &localplayer
.fallback_model
;
451 render_playermodel( cam
, world
, 1, model
, &localplayer
.playeravatar
->sk
,
452 localplayer
.final_mtx
);
454 struct player_board
*board
=
455 addon_cache_item_if_loaded( k_addon_type_board
,
456 localplayer
.board_view_slot
);
458 render_board( cam
, world
, board
, localplayer
.final_mtx
[
459 localplayer
.playeravatar
->id_board
],
460 &localplayer
.pose
.board
,
461 k_board_shader_player
);
463 SDL_AtomicUnlock( &addon_system
.sl_cache_using_resources
);
466 #endif /* PLAYER_RENDER_C */