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_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
);
25 struct skeleton
*sk
= &localplayer
.skeleton
;
26 skeleton_setup( sk
, vg_mem
.rtmemory
, meta
);
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" );
43 setup_ragdoll_from_skeleton( sk
, &localplayer
.ragdoll
);
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
);
52 /* TODO: Standard model load */
54 static void dynamic_model_load( mdl_context
*ctx
,
55 struct dynamic_model_1texture
*mdl
,
57 if( !mdl_arrcount( &ctx
->textures
) )
58 vg_fatal_error( "No texture in model" );
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
);
64 vg_tex2d_load_qoi_async( data
, tex0
->file
.pack_size
,
65 VG_TEX2D_NEAREST
|VG_TEX2D_CLAMP
,
68 mdl_async_load_glmesh( ctx
, &mdl
->mesh
);
71 static void dynamic_model_unload( struct dynamic_model_1texture
*mdl
){
72 mesh_free( &mdl
->mesh
);
73 glDeleteTextures( 1, &mdl
->texture
);
76 /* TODO: allow error handling */
77 static void player_board_load( struct player_board
*board
,
80 vg_linear_clear( vg_mem
.scratch
);
83 mdl_open( &ctx
, path
, vg_mem
.scratch
);
84 mdl_load_metadata_block( &ctx
, vg_mem
.scratch
);
86 dynamic_model_load( &ctx
, &board
->mdl
, path
);
88 mdl_array_ptr markers
;
89 mdl_load_array( &ctx
, &markers
, "ent_marker", vg_mem
.scratch
);
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;
98 for( u32 i
=0; i
<mdl_arrcount(&ctx
.meshs
); i
++ ){
99 mdl_mesh
*mesh
= mdl_arritm( &ctx
.meshs
, i
);
101 if( mdl_entity_id_type( mesh
->entity_id
) != k_ent_marker
)
104 u32 index
= mdl_entity_id_id( mesh
->entity_id
);
105 ent_marker
*marker
= mdl_arritm( &markers
, index
);
107 mdl_submesh
*sm0
= mdl_arritm( &ctx
.submeshs
, mesh
->submesh_start
);
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;
113 if( !strcmp( alias
, "wheel" ) ){
115 board
->wheels
[ id
] = *sm0
;
116 v3_copy( marker
->transform
.co
, board
->wheel_positions
[ id
] );
118 else if( !strcmp( alias
, "board" ) ){
120 v3_copy( marker
->transform
.co
, board
->board_position
);
122 else if( !strcmp( alias
, "truck" ) ){
123 board
->trucks
[ fb
] = *sm0
;
124 v3_copy( marker
->transform
.co
, board
->truck_positions
[ fb
] );
131 static void player_board_unload( struct player_board
*board
){
132 dynamic_model_unload( &board
->mdl
);
135 static void player_model_load( struct player_model
*board
, const char *path
){
136 vg_linear_clear( vg_mem
.scratch
);
139 mdl_open( &ctx
, path
, vg_mem
.scratch
);
140 mdl_load_metadata_block( &ctx
, vg_mem
.scratch
);
142 dynamic_model_load( &ctx
, &board
->mdl
, path
);
147 static void player_model_unload( struct player_model
*board
){
148 dynamic_model_unload( &board
->mdl
);
151 static void apply_full_skeleton_pose( struct skeleton
*sk
, player_pose
*pose
,
154 q_m3x3( pose
->root_q
, transform
);
155 v3_copy( pose
->root_co
, transform
[3] );
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
);
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
);
174 static void player__animate(void){
175 struct player_subsystem_interface
*sys
=
176 player_subsystems
[localplayer
.subsystem
];
178 assert( sys
->animate
);
180 assert( sys
->animator_data
);
184 player_pose
*pose
= &localplayer
.pose
;
185 sys
->pose( sys
->animator_data
, pose
);
187 struct skeleton
*sk
= &localplayer
.skeleton
;
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
);
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
);
199 localplayer
.holdout_time
-= vg
.time_frame_delta
* 2.0f
;
202 apply_full_skeleton_pose( sk
, &localplayer
.pose
, localplayer
.final_mtx
);
203 skeleton_debug( sk
, localplayer
.final_mtx
);
205 if( sys
->post_animate
)
208 player__cam_iterate();
211 static void player_copy_frame_animator( replay_frame
*frame
){
212 struct player_subsystem_interface
*sys
=
213 player_subsystems
[localplayer
.subsystem
];
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
);
221 static void lerp_player_pose( player_pose
*pose0
, player_pose
*pose1
, f32 t
,
222 player_pose
*posed
){
223 struct skeleton
*sk
= &localplayer
.skeleton
;
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
);
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
);
235 skeleton_lerp_pose( sk
, pose0
->keyframes
, pose1
->keyframes
, t
,
240 static void player__animate_from_replay( replay_buffer
*replay
){
241 replay_frame
*frame
= replay
->cursor_frame
,
247 f32 t
= replay_subframe_time( replay
);
249 player_pose pose0
, pose1
;
251 struct player_subsystem_interface
252 *sys0
= player_subsystems
[frame
->system
],
253 *sys1
= player_subsystems
[next
->system
];
255 void *a0
= replay_frame_data( frame
, k_replay_framedata_animator
),
256 *a1
= replay_frame_data( next
, k_replay_framedata_animator
);
258 sys0
->pose( a0
, &pose0
);
259 sys1
->pose( a1
, &pose1
);
261 lerp_player_pose( &pose0
, &pose1
, t
, &localplayer
.pose
);
264 struct player_subsystem_interface
265 *sys
= player_subsystems
[frame
->system
];
266 sys
->pose( replay_frame_data( frame
, k_replay_framedata_animator
),
272 apply_full_skeleton_pose( &localplayer
.skeleton
, &localplayer
.pose
,
273 localplayer
.final_mtx
);
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
);
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
);
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
);
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
)
305 * adding depth compare to this shader
310 glActiveTexture( GL_TEXTURE0
);
311 glBindTexture( GL_TEXTURE_2D
, board
->mdl
.texture
);
313 if( shader
== k_board_shader_player
){
314 shader_model_board_view_use();
315 shader_model_board_view_uTexMain( 0 );
316 shader_model_board_view_uCamera( cam
->transform
[3] );
317 shader_model_board_view_uPv( cam
->mtx
.pv
);
319 shader_model_board_view_uDepthCompare(1);
321 shader_model_board_view_uTexSceneDepth
,
322 shader_model_board_view_uInverseRatioDepth
,
323 shader_model_board_view_uInverseRatioMain
,
326 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world
, model_board_view
);
328 else if( shader
== k_board_shader_entity
){
329 shader_model_entity_use();
330 shader_model_entity_uTexMain( 0 );
331 shader_model_entity_uCamera( cam
->transform
[3] );
332 shader_model_entity_uPv( cam
->mtx
.pv
);
334 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world
, model_entity
);
337 mesh_bind( &board
->mdl
.mesh
);
341 if( board
->board
.indice_count
){
343 m3x3_identity( mlocal
);
351 q_axis_angle( qroll
, (v3f
){0.0f
,0.0f
,1.0f
}, pose
->lean
* 0.6f
);
352 keyframe_rotate_around( &kf
, (v3f
){0.0f
,0.11f
,0.0f
},
353 (v3f
){0.0f
,0.0f
,0.0f
}, qroll
);
355 v3_add( board
->board_position
, kf
.co
, mlocal
[3] );
356 q_m3x3( kf
.q
, mlocal
);
358 m4x3_mul( root
, mlocal
, mlocal
);
360 if( shader
== k_board_shader_entity
){
361 /* TODO: provide a way to supply previous mdl mtx? */
362 m4x3_expand( mlocal
, m4mdl
);
363 m4x4_mul( cam
->mtx_prev
.pv
, m4mdl
, m4mdl
);
364 shader_model_entity_uPvmPrev( m4mdl
);
365 shader_model_entity_uMdl( mlocal
);
368 shader_model_board_view_uMdl( mlocal
);
370 mdl_draw_submesh( &board
->board
);
373 for( int i
=0; i
<2; i
++ ){
374 if( !board
->trucks
[i
].indice_count
)
378 m3x3_identity( mlocal
);
379 v3_copy( board
->truck_positions
[i
], mlocal
[3] );
380 m4x3_mul( root
, mlocal
, mlocal
);
382 if( shader
== k_board_shader_entity
){
383 m4x3_expand( mlocal
, m4mdl
);
384 m4x4_mul( cam
->mtx_prev
.pv
, m4mdl
, m4mdl
);
385 shader_model_entity_uPvmPrev( m4mdl
);
386 shader_model_entity_uMdl( mlocal
);
389 shader_model_board_view_uMdl( mlocal
);
391 mdl_draw_submesh( &board
->trucks
[i
] );
394 for( int i
=0; i
<4; i
++ ){
395 if( !board
->wheels
[i
].indice_count
)
399 m3x3_identity( mlocal
);
400 v3_copy( board
->wheel_positions
[i
], mlocal
[3] );
401 m4x3_mul( root
, mlocal
, mlocal
);
403 if( shader
== k_board_shader_entity
){
404 m4x3_expand( mlocal
, m4mdl
);
405 m4x4_mul( cam
->mtx_prev
.pv
, m4mdl
, m4mdl
);
406 shader_model_entity_uPvmPrev( m4mdl
);
407 shader_model_entity_uMdl( mlocal
);
410 shader_model_board_view_uMdl( mlocal
);
412 mdl_draw_submesh( &board
->wheels
[i
] );
416 static void render_playermodel( camera
*cam
, world_instance
*world
,
418 struct player_model
*model
,
419 struct skeleton
*skeleton
,
423 shader_model_character_view_use();
425 glActiveTexture( GL_TEXTURE0
);
426 glBindTexture( GL_TEXTURE_2D
, model
->mdl
.texture
);
427 shader_model_character_view_uTexMain( 0 );
428 shader_model_character_view_uCamera( cam
->transform
[3] );
429 shader_model_character_view_uPv( cam
->mtx
.pv
);
431 shader_model_character_view_uDepthCompare( depth_compare
);
434 shader_model_character_view_uTexSceneDepth
,
435 shader_model_character_view_uInverseRatioDepth
,
436 shader_model_character_view_uInverseRatioMain
,
440 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world
, model_character_view
);
442 glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms
,
443 skeleton
->bone_count
,
445 (const GLfloat
*)final_mtx
);
447 mesh_bind( &model
->mdl
.mesh
);
448 mesh_draw( &model
->mdl
.mesh
);
451 static void player__render( camera
*cam
){
452 world_instance
*world
= world_current_instance();
453 SDL_AtomicLock( &addon_system
.sl_cache_using_resources
);
455 struct player_model
*model
=
456 addon_cache_item_if_loaded( k_addon_type_player
,
457 localplayer
.playermodel_view_slot
);
459 if( !model
) model
= &localplayer
.fallback_model
;
460 render_playermodel( cam
, world
, 1, model
, &localplayer
.skeleton
,
461 localplayer
.final_mtx
);
463 struct player_board
*board
=
464 addon_cache_item_if_loaded( k_addon_type_board
,
465 localplayer
.board_view_slot
);
467 render_board( cam
, world
, board
, localplayer
.final_mtx
[localplayer
.id_board
],
468 &localplayer
.pose
.board
, k_board_shader_player
);
470 SDL_AtomicUnlock( &addon_system
.sl_cache_using_resources
);
473 #endif /* PLAYER_RENDER_C */