1 #ifndef PLAYER_RENDER_C
2 #define PLAYER_RENDER_C
5 #include "player_render.h"
7 #include "player_model.h"
9 #include "shaders/model_character_view.h"
10 #include "shaders/model_board_view.h"
11 #include "shaders/model_entity.h"
13 VG_STATIC
void player_avatar_load( struct player_avatar
*av
, const char *path
)
15 mdl_open( &av
->meta
, path
, vg_mem
.rtmemory
);
16 mdl_load_metadata_block( &av
->meta
, vg_mem
.rtmemory
);
17 mdl_load_animation_block( &av
->meta
, vg_mem
.rtmemory
);
18 mdl_close( &av
->meta
);
20 struct skeleton
*sk
= &av
->sk
;
21 skeleton_setup( sk
, vg_mem
.rtmemory
, &av
->meta
);
23 av
->id_hip
= skeleton_bone_id( sk
, "hips" );
24 av
->id_ik_hand_l
= skeleton_bone_id( sk
, "hand.IK.L" );
25 av
->id_ik_hand_r
= skeleton_bone_id( sk
, "hand.IK.R" );
26 av
->id_ik_elbow_l
= skeleton_bone_id( sk
, "elbow.L" );
27 av
->id_ik_elbow_r
= skeleton_bone_id( sk
, "elbow.R" );
28 av
->id_head
= skeleton_bone_id( sk
, "head" );
29 av
->id_ik_foot_l
= skeleton_bone_id( sk
, "foot.IK.L" );
30 av
->id_ik_foot_r
= skeleton_bone_id( sk
, "foot.IK.R" );
31 av
->id_board
= skeleton_bone_id( sk
, "board" );
32 av
->id_wheel_l
= skeleton_bone_id( sk
, "wheel.L" );
33 av
->id_wheel_r
= skeleton_bone_id( sk
, "wheel.R" );
34 av
->id_ik_knee_l
= skeleton_bone_id( sk
, "knee.L" );
35 av
->id_ik_knee_r
= skeleton_bone_id( sk
, "knee.R" );
38 /* TODO: Standard model load */
40 VG_STATIC
void player_model_load( struct player_model
*mdl
, const char *path
)
42 vg_linear_clear( vg_mem
.scratch
);
45 mdl_open( &ctx
, path
, vg_mem
.scratch
);
46 mdl_load_metadata_block( &ctx
, vg_mem
.scratch
);
48 if( !mdl_arrcount( &ctx
.textures
) )
49 vg_fatal_error( "No texture in player model" );
51 mdl_texture
*tex0
= mdl_arritm( &ctx
.textures
, 0 );
52 void *data
= vg_linear_alloc( vg_mem
.scratch
, tex0
->file
.pack_size
);
53 mdl_fread_pack_file( &ctx
, &tex0
->file
, data
);
55 vg_tex2d_load_qoi_async( data
, tex0
->file
.pack_size
,
56 VG_TEX2D_NEAREST
|VG_TEX2D_CLAMP
,
59 mdl_async_load_glmesh( &ctx
, &mdl
->mesh
);
63 VG_STATIC
void player_board_load( struct player_board
*mdl
, const char *path
)
65 vg_linear_clear( vg_mem
.scratch
);
68 mdl_open( &ctx
, path
, vg_mem
.scratch
);
69 mdl_load_metadata_block( &ctx
, vg_mem
.scratch
);
71 mdl_array_ptr markers
;
72 mdl_load_array( &ctx
, &markers
, "ent_marker", vg_mem
.scratch
);
74 if( !mdl_arrcount( &ctx
.textures
) )
75 vg_fatal_error( "No texture in board model" );
77 mdl_texture
*tex0
= mdl_arritm( &ctx
.textures
, 0 );
78 void *data
= vg_linear_alloc( vg_mem
.scratch
, tex0
->file
.pack_size
);
79 mdl_fread_pack_file( &ctx
, &tex0
->file
, data
);
81 vg_tex2d_load_qoi_async( data
, tex0
->file
.pack_size
,
82 VG_TEX2D_CLAMP
|VG_TEX2D_NEAREST
,
85 mdl_async_load_glmesh( &ctx
, &mdl
->mesh
);
88 for( int i
=0; i
<4; i
++ )
89 mdl
->wheels
[i
].indice_count
= 0;
90 for( int i
=0; i
<2; i
++ )
91 mdl
->trucks
[i
].indice_count
= 0;
92 mdl
->board
.indice_count
= 0;
94 for( u32 i
=0; i
<mdl_arrcount(&ctx
.meshs
); i
++ ){
95 mdl_mesh
*mesh
= mdl_arritm( &ctx
.meshs
, i
);
97 if( mdl_entity_id_type( mesh
->entity_id
) != k_ent_marker
)
100 u32 index
= mdl_entity_id_id( mesh
->entity_id
);
101 ent_marker
*marker
= mdl_arritm( &markers
, index
);
103 mdl_submesh
*sm0
= mdl_arritm( &ctx
.submeshs
, mesh
->submesh_start
);
105 const char *alias
= mdl_pstr( &ctx
, marker
->pstr_alias
);
106 u32 lr
= marker
->transform
.co
[0] > 0.0f
? 1: 0,
107 fb
= marker
->transform
.co
[2] > 0.0f
? 0: 1;
109 if( !strcmp( alias
, "wheel" ) ){
111 mdl
->wheels
[ id
] = *sm0
;
112 v3_copy( marker
->transform
.co
, mdl
->wheel_positions
[ id
] );
114 else if( !strcmp( alias
, "board" ) ){
116 v3_copy( marker
->transform
.co
, mdl
->board_position
);
118 else if( !strcmp( alias
, "truck" ) ){
119 mdl
->trucks
[ fb
] = *sm0
;
120 v3_copy( marker
->transform
.co
, mdl
->truck_positions
[ fb
] );
125 VG_STATIC
void player_board_unload( struct player_board
*mdl
)
127 mesh_free( &mdl
->mesh
);
128 glDeleteTextures( 1, &mdl
->texture
);
131 VG_STATIC
void player__pre_render( player_instance
*player
)
133 if( _player_animate
[ player
->subsystem
] ){
134 player_animation res
;
135 _player_animate
[ player
->subsystem
]( player
, &res
);
138 q_m3x3( res
.root_q
, transform
);
139 v3_copy( res
.root_co
, transform
[3] );
141 struct skeleton
*sk
= &player
->playeravatar
->sk
;
143 if( player
->holdout_time
> 0.0f
){
144 skeleton_lerp_pose( sk
, res
.pose
, player
->holdout_pose
,
145 player
->holdout_time
, res
.pose
);
146 player
->holdout_time
-= vg
.time_frame_delta
* 2.0f
;
149 skeleton_apply_pose( sk
, res
.pose
, k_anim_apply_defer_ik
);
150 skeleton_apply_ik_pass( sk
);
151 skeleton_apply_pose( sk
, res
.pose
, k_anim_apply_deffered_only
);
152 skeleton_apply_inverses( sk
);
153 skeleton_apply_transform( sk
, transform
);
155 skeleton_debug( sk
);
158 if( _player_post_animate
[ player
->subsystem
] )
159 _player_post_animate
[ player
->subsystem
]( player
);
161 struct player_avatar
*av
= player
->playeravatar
;
163 struct player_board
*board
= player
->board
;
168 v3_copy((v3f
){0.0f
,0.1f
, board
->truck_positions
[0][2]}, vp0
);
169 v3_copy((v3f
){0.0f
,0.1f
, board
->truck_positions
[1][2]}, vp1
);
176 struct ub_world_lighting
*ubo
= &get_active_world()->ub_lighting
;
177 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_board
], vp0
, ubo
->g_board_0
);
178 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_board
], vp1
, ubo
->g_board_1
);
180 if( player
->immobile
){
181 player__cam_iterate( player
);
185 if( player
->rewinding
){
186 if( player
->rewind_time
<= 0.0f
){
187 double taken
= vg
.time
- player
->rewind_start
;
188 vg_success( "Rewind took (rt, pt, tl): %f, %f, %f\n",
189 taken
, player
->rewind_predicted_time
,
190 player
->rewind_total_length
);
192 player
->rewinding
= 0;
193 player
->rewind_length
= 1;
194 player
->rewind_total_length
= 0.0f
;
195 player
->rewind_accum
= 0.0f
;
196 world_global
.sky_target_rate
= 1.0;
197 world_global
.time
= world_global
.last_use
;
200 world_global
.sky_target_rate
= -100.0;
202 float budget
= vg
.time_delta
,
203 overall_length
= player
->rewind_length
;
205 for( int i
=0; (i
<10)&&(player
->rewind_time
>0.0f
)&&(budget
>0.0f
); i
++ ){
206 /* Interpolate frames */
207 int i0
= floorf( player
->rewind_time
),
208 i1
= VG_MIN( i0
+1, player
->rewind_length
-1 );
210 struct rewind_frame
*fr
= &player
->rewind_buffer
[i0
],
211 *fr1
= &player
->rewind_buffer
[i1
];
213 float dist
= vg_maxf( v3_dist( fr
->pos
, fr1
->pos
), 0.001f
),
214 subl
= vg_fractf( player
->rewind_time
) + 0.001f
,
216 sramp
= 3.0f
-(1.0f
/(0.4f
+0.4f
*player
->rewind_time
)),
217 speed
= sramp
*28.0f
+ 0.5f
*player
->rewind_time
,
218 mod
= speed
* (budget
/ dist
),
220 advl
= vg_minf( mod
, subl
),
221 advt
= (advl
/ mod
) * budget
;
223 player
->dist_accum
+= speed
* advt
;
224 player
->rewind_time
-= advl
;
228 player
->rewind_time
= vg_maxf( 0.0f
, player
->rewind_time
);
230 float current_time
= vg
.time
- player
->rewind_start
,
231 remaining
= player
->rewind_predicted_time
- current_time
;
233 if( player
->rewind_sound_wait
){
234 if( player
->rewind_predicted_time
>= 6.5f
){
235 if( remaining
<= 6.5f
){
237 audio_oneshot( &audio_rewind
[3], 1.0f
, 0.0f
);
239 player
->rewind_sound_wait
= 0;
242 else if( player
->rewind_predicted_time
>= 2.5f
){
243 if( remaining
<= 2.5f
){
245 audio_oneshot( &audio_rewind
[2], 1.0f
, 0.0f
);
247 player
->rewind_sound_wait
= 0;
250 else if( player
->rewind_predicted_time
>= 1.5f
){
251 if( remaining
<= 1.5f
){
253 audio_oneshot( &audio_rewind
[1], 1.0f
, 0.0f
);
255 player
->rewind_sound_wait
= 0;
260 int i0
= floorf( player
->rewind_time
),
261 i1
= VG_MIN( i0
+1, player
->rewind_length
-1 );
263 struct rewind_frame
*fr
= &player
->rewind_buffer
[i0
],
264 *fr1
= &player
->rewind_buffer
[i1
];
266 float sub
= vg_fractf(player
->rewind_time
);
268 v3_lerp( fr
->pos
, fr1
->pos
, sub
, player
->cam_override_pos
);
269 player
->cam_override_angles
[0] =
270 vg_alerpf( fr
->ang
[0], fr1
->ang
[0], sub
);
271 player
->cam_override_angles
[1] =
272 vg_lerpf ( fr
->ang
[1], fr1
->ang
[1], sub
);
273 player
->cam_override_fov
= player
->cam
.fov
;
275 float blend
= player
->rewind_time
* 0.25f
;
276 player
->cam_override_strength
= vg_clampf( blend
, 0.0f
, 1.0f
);
279 else player
->cam_override_strength
= 0.0f
;
281 player__cam_iterate( player
);
285 k_board_shader_player
,
286 k_board_shader_entity
289 VG_STATIC
void render_board( camera
*cam
, world_instance
*world
,
290 struct player_board
*board
, m4x3f root
,
291 enum board_shader shader
)
297 glActiveTexture( GL_TEXTURE0
);
298 glBindTexture( GL_TEXTURE_2D
, board
->texture
);
300 if( shader
== k_board_shader_player
){
301 shader_model_board_view_use();
302 shader_model_board_view_uTexMain( 0 );
303 shader_model_board_view_uCamera( cam
->transform
[3] );
304 shader_model_board_view_uPv( cam
->mtx
.pv
);
305 shader_model_board_view_uTexSceneDepth( 1 );
307 render_fb_inverse_ratio( gpipeline
.fb_main
, inverse
);
308 inverse
[2] = main_camera
.farz
-main_camera
.nearz
;
310 shader_model_board_view_uInverseRatioDepth( inverse
);
311 render_fb_inverse_ratio( NULL
, inverse
);
312 inverse
[2] = cam
->farz
-cam
->nearz
;
313 shader_model_board_view_uInverseRatioMain( inverse
);
315 world_link_lighting_ub( world
, _shader_model_board_view
.id
);
316 world_bind_position_texture( world
, _shader_model_board_view
.id
,
317 _uniform_model_board_view_g_world_depth
, 2 );
318 world_bind_light_array( world
, _shader_model_board_view
.id
,
319 _uniform_model_board_view_uLightsArray
, 3 );
320 world_bind_light_index( world
, _shader_model_board_view
.id
,
321 _uniform_model_board_view_uLightsIndex
, 4 );
323 else if( shader
== k_board_shader_entity
){
324 shader_model_entity_use();
325 shader_model_entity_uTexMain( 0 );
326 shader_model_entity_uCamera( cam
->transform
[3] );
327 shader_model_entity_uPv( cam
->mtx
.pv
);
329 world_link_lighting_ub( world
, _shader_model_entity
.id
);
330 world_bind_position_texture( world
, _shader_model_entity
.id
,
331 _uniform_model_entity_g_world_depth
, 2 );
332 world_bind_light_array( world
, _shader_model_entity
.id
,
333 _uniform_model_entity_uLightsArray
, 3 );
334 world_bind_light_index( world
, _shader_model_entity
.id
,
335 _uniform_model_entity_uLightsIndex
, 4 );
338 mesh_bind( &board
->mesh
);
342 if( board
->board
.indice_count
){
344 m3x3_identity( mlocal
);
345 v3_copy( board
->board_position
, mlocal
[3] );
346 m4x3_mul( root
, mlocal
, mlocal
);
348 if( shader
== k_board_shader_entity
){
349 /* TODO: provide a way to supply previous mdl mtx? */
350 m4x3_expand( mlocal
, m4mdl
);
351 m4x4_mul( cam
->mtx_prev
.pv
, m4mdl
, m4mdl
);
352 shader_model_entity_uPvmPrev( m4mdl
);
353 shader_model_entity_uMdl( mlocal
);
356 shader_model_board_view_uMdl( mlocal
);
358 mdl_draw_submesh( &board
->board
);
361 for( int i
=0; i
<2; i
++ ){
362 if( !board
->trucks
[i
].indice_count
)
366 m3x3_identity( mlocal
);
367 v3_copy( board
->truck_positions
[i
], mlocal
[3] );
368 m4x3_mul( root
, mlocal
, mlocal
);
370 if( shader
== k_board_shader_entity
){
371 m4x3_expand( mlocal
, m4mdl
);
372 m4x4_mul( cam
->mtx_prev
.pv
, m4mdl
, m4mdl
);
373 shader_model_entity_uPvmPrev( m4mdl
);
374 shader_model_entity_uMdl( mlocal
);
377 shader_model_board_view_uMdl( mlocal
);
379 mdl_draw_submesh( &board
->trucks
[i
] );
382 for( int i
=0; i
<4; i
++ ){
383 if( !board
->wheels
[i
].indice_count
)
387 m3x3_identity( mlocal
);
388 v3_copy( board
->wheel_positions
[i
], mlocal
[3] );
389 m4x3_mul( root
, mlocal
, mlocal
);
391 if( shader
== k_board_shader_entity
){
392 m4x3_expand( mlocal
, m4mdl
);
393 m4x4_mul( cam
->mtx_prev
.pv
, m4mdl
, m4mdl
);
394 shader_model_entity_uPvmPrev( m4mdl
);
395 shader_model_entity_uMdl( mlocal
);
398 shader_model_board_view_uMdl( mlocal
);
400 mdl_draw_submesh( &board
->wheels
[i
] );
404 PLAYER_API
void player__render( camera
*cam
, player_instance
*player
)
406 shader_model_character_view_use();
408 glActiveTexture( GL_TEXTURE0
);
409 glBindTexture( GL_TEXTURE_2D
, player
->playermodel
->texture
);
410 shader_model_character_view_uTexMain( 0 );
411 shader_model_character_view_uCamera( cam
->transform
[3] );
412 shader_model_character_view_uPv( cam
->mtx
.pv
);
413 shader_model_character_view_uTexSceneDepth( 1 );
414 render_fb_bind_texture( gpipeline
.fb_main
, 2, 1 );
416 render_fb_inverse_ratio( gpipeline
.fb_main
, inverse
);
417 inverse
[2] = main_camera
.farz
-main_camera
.nearz
;
419 shader_model_character_view_uInverseRatioDepth( inverse
);
420 render_fb_inverse_ratio( NULL
, inverse
);
421 inverse
[2] = cam
->farz
-cam
->nearz
;
422 shader_model_character_view_uInverseRatioMain( inverse
);
424 world_instance
*world
= get_active_world();
425 world_link_lighting_ub( world
, _shader_model_character_view
.id
);
426 world_bind_position_texture( world
, _shader_model_character_view
.id
,
427 _uniform_model_character_view_g_world_depth
, 2 );
428 world_bind_light_array( world
, _shader_model_character_view
.id
,
429 _uniform_model_character_view_uLightsArray
, 3 );
430 world_bind_light_index( world
, _shader_model_character_view
.id
,
431 _uniform_model_character_view_uLightsIndex
, 4 );
433 glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms
,
434 player
->playeravatar
->sk
.bone_count
,
436 (float *)player
->playeravatar
->sk
.final_mtx
);
438 mesh_bind( &player
->playermodel
->mesh
);
439 mesh_draw( &player
->playermodel
->mesh
);
441 struct player_board
*board
= player
->board
;
443 render_board( cam
, world
, board
, player
->playeravatar
->sk
.final_mtx
[
444 player
->playeravatar
->id_board
],
445 k_board_shader_player
);
448 #endif /* PLAYER_RENDER_C */