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 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 static void dynamic_model_load( mdl_context
*ctx
,
43 struct dynamic_model_1texture
*mdl
,
45 if( !mdl_arrcount( &ctx
->textures
) )
46 vg_fatal_error( "No texture in model" );
48 mdl_texture
*tex0
= mdl_arritm( &ctx
->textures
, 0 );
49 void *data
= vg_linear_alloc( vg_mem
.scratch
, tex0
->file
.pack_size
);
50 mdl_fread_pack_file( ctx
, &tex0
->file
, data
);
52 vg_tex2d_load_qoi_async( data
, tex0
->file
.pack_size
,
53 VG_TEX2D_NEAREST
|VG_TEX2D_CLAMP
,
56 mdl_async_load_glmesh( ctx
, &mdl
->mesh
);
59 static void dynamic_model_unload( struct dynamic_model_1texture
*mdl
){
60 mesh_free( &mdl
->mesh
);
61 glDeleteTextures( 1, &mdl
->texture
);
64 /* TODO: allow error handling */
65 static void player_board_load( struct player_board
*board
,
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 dynamic_model_load( &ctx
, &board
->mdl
, path
);
76 mdl_array_ptr markers
;
77 mdl_load_array( &ctx
, &markers
, "ent_marker", vg_mem
.scratch
);
79 /* TODO: you get put into a new section, the above is standard mdl loads. */
80 for( int i
=0; i
<4; i
++ )
81 board
->wheels
[i
].indice_count
= 0;
82 for( int i
=0; i
<2; i
++ )
83 board
->trucks
[i
].indice_count
= 0;
84 board
->board
.indice_count
= 0;
86 for( u32 i
=0; i
<mdl_arrcount(&ctx
.meshs
); i
++ ){
87 mdl_mesh
*mesh
= mdl_arritm( &ctx
.meshs
, i
);
89 if( mdl_entity_id_type( mesh
->entity_id
) != k_ent_marker
)
92 u32 index
= mdl_entity_id_id( mesh
->entity_id
);
93 ent_marker
*marker
= mdl_arritm( &markers
, index
);
95 mdl_submesh
*sm0
= mdl_arritm( &ctx
.submeshs
, mesh
->submesh_start
);
97 const char *alias
= mdl_pstr( &ctx
, marker
->pstr_alias
);
98 u32 lr
= marker
->transform
.co
[0] > 0.0f
? 1: 0,
99 fb
= marker
->transform
.co
[2] > 0.0f
? 0: 1;
101 if( !strcmp( alias
, "wheel" ) ){
103 board
->wheels
[ id
] = *sm0
;
104 v3_copy( marker
->transform
.co
, board
->wheel_positions
[ id
] );
106 else if( !strcmp( alias
, "board" ) ){
108 v3_copy( marker
->transform
.co
, board
->board_position
);
110 else if( !strcmp( alias
, "truck" ) ){
111 board
->trucks
[ fb
] = *sm0
;
112 v3_copy( marker
->transform
.co
, board
->truck_positions
[ fb
] );
119 static void player_board_unload( struct player_board
*board
){
120 dynamic_model_unload( &board
->mdl
);
123 static void player_model_load( struct player_model
*board
, const char *path
){
124 vg_linear_clear( vg_mem
.scratch
);
127 mdl_open( &ctx
, path
, vg_mem
.scratch
);
128 mdl_load_metadata_block( &ctx
, vg_mem
.scratch
);
130 dynamic_model_load( &ctx
, &board
->mdl
, path
);
135 static void player_model_unload( struct player_model
*board
){
136 dynamic_model_unload( &board
->mdl
);
139 static void apply_full_skeleton_pose( struct skeleton
*sk
, player_pose
*pose
,
142 q_m3x3( pose
->root_q
, transform
);
143 v3_copy( pose
->root_co
, transform
[3] );
145 if( pose
->type
== k_player_pose_type_ik
){
146 skeleton_apply_pose( sk
, pose
->keyframes
,
147 k_anim_apply_defer_ik
, final_mtx
);
148 skeleton_apply_ik_pass( sk
, final_mtx
);
149 skeleton_apply_pose( sk
, pose
->keyframes
,
150 k_anim_apply_deffered_only
, final_mtx
);
151 skeleton_apply_inverses( sk
, final_mtx
);
152 skeleton_apply_transform( sk
, transform
, final_mtx
);
154 else if( pose
->type
== k_player_pose_type_fk_2
){
155 skeleton_apply_pose( sk
, pose
->keyframes
,
156 k_anim_apply_always
, final_mtx
);
157 skeleton_apply_inverses( sk
, final_mtx
);
158 skeleton_apply_transform( sk
, transform
, final_mtx
);
162 static void player__animate(void){
163 struct player_subsystem_interface
*sys
=
164 player_subsystems
[localplayer
.subsystem
];
166 assert( sys
->animate
);
168 assert( sys
->animator_data
);
171 sys
->pose( sys
->animator_data
, &localplayer
.pose
);
173 struct skeleton
*sk
= &localplayer
.playeravatar
->sk
;
175 if( localplayer
.holdout_time
> 0.0f
){
176 player_pose
*pose
= &localplayer
.pose
;
177 skeleton_lerp_pose( sk
,
178 pose
->keyframes
,localplayer
.holdout_pose
.keyframes
,
179 localplayer
.holdout_time
, pose
->keyframes
);
180 q_nlerp( pose
->root_q
, localplayer
.holdout_pose
.root_q
,
181 localplayer
.holdout_time
, pose
->root_q
);
182 localplayer
.holdout_time
-= vg
.time_frame_delta
* 2.0f
;
185 apply_full_skeleton_pose( &localplayer
.playeravatar
->sk
, &localplayer
.pose
,
186 localplayer
.final_mtx
);
187 skeleton_debug( sk
, localplayer
.final_mtx
);
189 if( sys
->post_animate
)
192 player__cam_iterate();
195 static void player_copy_frame_animator( replay_frame
*frame
){
196 struct player_subsystem_interface
*sys
=
197 player_subsystems
[localplayer
.subsystem
];
199 if( sys
->animator_size
){
200 void *src
= replay_frame_data( frame
, k_replay_framedata_animator
);
201 memcpy( sys
->animator_data
, src
, sys
->animator_size
);
205 static void lerp_player_pose( player_pose
*pose0
, player_pose
*pose1
, f32 t
,
206 player_pose
*posed
){
207 struct skeleton
*sk
= &localplayer
.playeravatar
->sk
;
209 v3_lerp( pose0
->root_co
, pose1
->root_co
, t
, posed
->root_co
);
210 q_nlerp( pose0
->root_q
, pose1
->root_q
, t
, posed
->root_q
);
211 posed
->type
= pose0
->type
;
212 posed
->board
.lean
= vg_lerpf( pose0
->board
.lean
, pose1
->board
.lean
, t
);
214 if( pose0
->type
!= pose1
->type
){
215 /* it would be nice to apply IK pass in-keyframes. TOO BAD! */
216 skeleton_copy_pose( sk
, pose0
->keyframes
, posed
->keyframes
);
219 skeleton_lerp_pose( sk
, pose0
->keyframes
, pose1
->keyframes
, t
,
224 static void player__animate_from_replay( replay_buffer
*replay
){
225 replay_frame
*frame
= replay
->cursor_frame
,
231 f32 t
= replay_subframe_time( replay
);
233 player_pose pose0
, pose1
;
235 struct player_subsystem_interface
236 *sys0
= player_subsystems
[frame
->system
],
237 *sys1
= player_subsystems
[next
->system
];
239 void *a0
= replay_frame_data( frame
, k_replay_framedata_animator
),
240 *a1
= replay_frame_data( next
, k_replay_framedata_animator
);
242 sys0
->pose( a0
, &pose0
);
243 sys1
->pose( a1
, &pose1
);
245 lerp_player_pose( &pose0
, &pose1
, t
, &localplayer
.pose
);
248 struct player_subsystem_interface
249 *sys
= player_subsystems
[frame
->system
];
250 sys
->pose( replay_frame_data( frame
, k_replay_framedata_animator
),
256 apply_full_skeleton_pose( &localplayer
.playeravatar
->sk
, &localplayer
.pose
,
257 localplayer
.final_mtx
);
260 static void player__pre_render(void){
261 /* shadowing/ao info */
262 struct player_avatar
*av
= localplayer
.playeravatar
;
263 struct player_board
*board
=
264 addon_cache_item_if_loaded( k_addon_type_board
,
265 localplayer
.board_view_slot
);
268 v3_copy((v3f
){0.0f
,0.1f
, board
->truck_positions
[0][2]}, vp0
);
269 v3_copy((v3f
){0.0f
,0.1f
, board
->truck_positions
[1][2]}, vp1
);
276 struct ub_world_lighting
*ubo
= &world_current_instance()->ub_lighting
;
277 m4x3_mulv( localplayer
.final_mtx
[ av
->id_board
], vp0
, ubo
->g_board_0
);
278 m4x3_mulv( localplayer
.final_mtx
[ av
->id_board
], vp1
, ubo
->g_board_1
);
281 static void render_board( camera
*cam
, world_instance
*world
,
282 struct player_board
*board
, m4x3f root
,
283 struct player_board_pose
*pose
,
284 enum board_shader shader
)
290 glActiveTexture( GL_TEXTURE0
);
291 glBindTexture( GL_TEXTURE_2D
, board
->mdl
.texture
);
293 if( shader
== k_board_shader_player
){
294 shader_model_board_view_use();
295 shader_model_board_view_uTexMain( 0 );
296 shader_model_board_view_uCamera( cam
->transform
[3] );
297 shader_model_board_view_uPv( cam
->mtx
.pv
);
298 shader_model_board_view_uTexSceneDepth( 1 );
299 render_fb_bind_texture( gpipeline
.fb_main
, 2, 1 );
301 render_fb_inverse_ratio( gpipeline
.fb_main
, inverse
);
303 inverse
[2] = skaterift
.cam
.farz
-skaterift
.cam
.nearz
;
305 shader_model_board_view_uInverseRatioDepth( inverse
);
306 render_fb_inverse_ratio( NULL
, inverse
);
307 inverse
[2] = cam
->farz
-cam
->nearz
;
308 shader_model_board_view_uInverseRatioMain( inverse
);
310 world_link_lighting_ub( world
, _shader_model_board_view
.id
);
311 world_bind_position_texture( world
, _shader_model_board_view
.id
,
312 _uniform_model_board_view_g_world_depth
, 2 );
313 world_bind_light_array( world
, _shader_model_board_view
.id
,
314 _uniform_model_board_view_uLightsArray
, 3 );
315 world_bind_light_index( world
, _shader_model_board_view
.id
,
316 _uniform_model_board_view_uLightsIndex
, 4 );
318 else if( shader
== k_board_shader_entity
){
319 shader_model_entity_use();
320 shader_model_entity_uTexMain( 0 );
321 shader_model_entity_uCamera( cam
->transform
[3] );
322 shader_model_entity_uPv( cam
->mtx
.pv
);
324 world_link_lighting_ub( world
, _shader_model_entity
.id
);
325 world_bind_position_texture( world
, _shader_model_entity
.id
,
326 _uniform_model_entity_g_world_depth
, 2 );
327 world_bind_light_array( world
, _shader_model_entity
.id
,
328 _uniform_model_entity_uLightsArray
, 3 );
329 world_bind_light_index( world
, _shader_model_entity
.id
,
330 _uniform_model_entity_uLightsIndex
, 4 );
333 mesh_bind( &board
->mdl
.mesh
);
337 if( board
->board
.indice_count
){
339 m3x3_identity( mlocal
);
347 q_axis_angle( qroll
, (v3f
){0.0f
,0.0f
,1.0f
}, pose
->lean
* 0.6f
);
348 keyframe_rotate_around( &kf
, (v3f
){0.0f
,0.11f
,0.0f
},
349 (v3f
){0.0f
,0.0f
,0.0f
}, qroll
);
351 v3_add( board
->board_position
, kf
.co
, mlocal
[3] );
352 q_m3x3( kf
.q
, mlocal
);
354 m4x3_mul( root
, mlocal
, mlocal
);
356 if( shader
== k_board_shader_entity
){
357 /* TODO: provide a way to supply previous mdl mtx? */
358 m4x3_expand( mlocal
, m4mdl
);
359 m4x4_mul( cam
->mtx_prev
.pv
, m4mdl
, m4mdl
);
360 shader_model_entity_uPvmPrev( m4mdl
);
361 shader_model_entity_uMdl( mlocal
);
364 shader_model_board_view_uMdl( mlocal
);
366 mdl_draw_submesh( &board
->board
);
369 for( int i
=0; i
<2; i
++ ){
370 if( !board
->trucks
[i
].indice_count
)
374 m3x3_identity( mlocal
);
375 v3_copy( board
->truck_positions
[i
], mlocal
[3] );
376 m4x3_mul( root
, mlocal
, mlocal
);
378 if( shader
== k_board_shader_entity
){
379 m4x3_expand( mlocal
, m4mdl
);
380 m4x4_mul( cam
->mtx_prev
.pv
, m4mdl
, m4mdl
);
381 shader_model_entity_uPvmPrev( m4mdl
);
382 shader_model_entity_uMdl( mlocal
);
385 shader_model_board_view_uMdl( mlocal
);
387 mdl_draw_submesh( &board
->trucks
[i
] );
390 for( int i
=0; i
<4; i
++ ){
391 if( !board
->wheels
[i
].indice_count
)
395 m3x3_identity( mlocal
);
396 v3_copy( board
->wheel_positions
[i
], mlocal
[3] );
397 m4x3_mul( root
, mlocal
, mlocal
);
399 if( shader
== k_board_shader_entity
){
400 m4x3_expand( mlocal
, m4mdl
);
401 m4x4_mul( cam
->mtx_prev
.pv
, m4mdl
, m4mdl
);
402 shader_model_entity_uPvmPrev( m4mdl
);
403 shader_model_entity_uMdl( mlocal
);
406 shader_model_board_view_uMdl( mlocal
);
408 mdl_draw_submesh( &board
->wheels
[i
] );
412 static void render_playermodel( camera
*cam
, world_instance
*world
,
414 struct player_model
*model
,
415 struct skeleton
*skeleton
,
419 shader_model_character_view_use();
421 glActiveTexture( GL_TEXTURE0
);
422 glBindTexture( GL_TEXTURE_2D
, model
->mdl
.texture
);
423 shader_model_character_view_uTexMain( 0 );
424 shader_model_character_view_uCamera( cam
->transform
[3] );
425 shader_model_character_view_uPv( cam
->mtx
.pv
);
428 shader_model_character_view_uTexSceneDepth( 1 );
429 render_fb_bind_texture( gpipeline
.fb_main
, 2, 1 );
431 render_fb_inverse_ratio( gpipeline
.fb_main
, inverse
);
432 inverse
[2] = skaterift
.cam
.farz
-skaterift
.cam
.nearz
;
434 shader_model_character_view_uInverseRatioDepth( inverse
);
435 render_fb_inverse_ratio( NULL
, inverse
);
436 inverse
[2] = cam
->farz
-cam
->nearz
;
437 shader_model_character_view_uInverseRatioMain( inverse
);
439 shader_model_character_view_uDepthCompare( depth_compare
);
441 world_link_lighting_ub( world
, _shader_model_character_view
.id
);
442 world_bind_position_texture( world
, _shader_model_character_view
.id
,
443 _uniform_model_character_view_g_world_depth
, 2 );
444 world_bind_light_array( world
, _shader_model_character_view
.id
,
445 _uniform_model_character_view_uLightsArray
, 3 );
446 world_bind_light_index( world
, _shader_model_character_view
.id
,
447 _uniform_model_character_view_uLightsIndex
, 4 );
449 glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms
,
450 skeleton
->bone_count
,
454 mesh_bind( &model
->mdl
.mesh
);
455 mesh_draw( &model
->mdl
.mesh
);
458 static void player__render( camera
*cam
){
459 world_instance
*world
= world_current_instance();
460 SDL_AtomicLock( &addon_system
.sl_cache_using_resources
);
462 struct player_model
*model
=
463 addon_cache_item_if_loaded( k_addon_type_player
,
464 localplayer
.playermodel_view_slot
);
466 if( !model
) model
= &localplayer
.fallback_model
;
467 render_playermodel( cam
, world
, 1, model
, &localplayer
.playeravatar
->sk
,
468 localplayer
.final_mtx
);
470 struct player_board
*board
=
471 addon_cache_item_if_loaded( k_addon_type_board
,
472 localplayer
.board_view_slot
);
474 render_board( cam
, world
, board
, localplayer
.final_mtx
[
475 localplayer
.playeravatar
->id_board
],
476 &localplayer
.pose
.board
,
477 k_board_shader_player
);
479 SDL_AtomicUnlock( &addon_system
.sl_cache_using_resources
);
482 #endif /* PLAYER_RENDER_C */