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"
11 #include "shaders/model_character_view.h"
12 #include "shaders/model_board_view.h"
13 #include "shaders/model_entity.h"
15 VG_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 VG_STATIC
void dynamic_model_load( mdl_context
*ctx
,
43 struct dynamic_model_1texture
*mdl
,
46 if( !mdl_arrcount( &ctx
->textures
) )
47 vg_fatal_error( "No texture in model" );
49 mdl_texture
*tex0
= mdl_arritm( &ctx
->textures
, 0 );
50 void *data
= vg_linear_alloc( vg_mem
.scratch
, tex0
->file
.pack_size
);
51 mdl_fread_pack_file( ctx
, &tex0
->file
, data
);
53 vg_tex2d_load_qoi_async( data
, tex0
->file
.pack_size
,
54 VG_TEX2D_NEAREST
|VG_TEX2D_CLAMP
,
57 mdl_async_load_glmesh( ctx
, &mdl
->mesh
);
60 VG_STATIC
void dynamic_model_unload( struct dynamic_model_1texture
*mdl
){
61 mesh_free( &mdl
->mesh
);
62 glDeleteTextures( 1, &mdl
->texture
);
65 /* TODO: allow error handling */
66 VG_STATIC
void player_board_load( struct player_board
*board
,
69 vg_linear_clear( vg_mem
.scratch
);
72 mdl_open( &ctx
, path
, vg_mem
.scratch
);
73 mdl_load_metadata_block( &ctx
, vg_mem
.scratch
);
75 dynamic_model_load( &ctx
, &board
->mdl
, path
);
77 mdl_array_ptr markers
;
78 mdl_load_array( &ctx
, &markers
, "ent_marker", vg_mem
.scratch
);
80 /* TODO: you get put into a new section, the above is standard mdl loads. */
81 for( int i
=0; i
<4; i
++ )
82 board
->wheels
[i
].indice_count
= 0;
83 for( int i
=0; i
<2; i
++ )
84 board
->trucks
[i
].indice_count
= 0;
85 board
->board
.indice_count
= 0;
87 for( u32 i
=0; i
<mdl_arrcount(&ctx
.meshs
); i
++ ){
88 mdl_mesh
*mesh
= mdl_arritm( &ctx
.meshs
, i
);
90 if( mdl_entity_id_type( mesh
->entity_id
) != k_ent_marker
)
93 u32 index
= mdl_entity_id_id( mesh
->entity_id
);
94 ent_marker
*marker
= mdl_arritm( &markers
, index
);
96 mdl_submesh
*sm0
= mdl_arritm( &ctx
.submeshs
, mesh
->submesh_start
);
98 const char *alias
= mdl_pstr( &ctx
, marker
->pstr_alias
);
99 u32 lr
= marker
->transform
.co
[0] > 0.0f
? 1: 0,
100 fb
= marker
->transform
.co
[2] > 0.0f
? 0: 1;
102 if( !strcmp( alias
, "wheel" ) ){
104 board
->wheels
[ id
] = *sm0
;
105 v3_copy( marker
->transform
.co
, board
->wheel_positions
[ id
] );
107 else if( !strcmp( alias
, "board" ) ){
109 v3_copy( marker
->transform
.co
, board
->board_position
);
111 else if( !strcmp( alias
, "truck" ) ){
112 board
->trucks
[ fb
] = *sm0
;
113 v3_copy( marker
->transform
.co
, board
->truck_positions
[ fb
] );
120 VG_STATIC
void player_board_unload( struct player_board
*board
){
121 dynamic_model_unload( &board
->mdl
);
124 VG_STATIC
void player_model_load( struct player_model
*board
, const char *path
){
125 vg_linear_clear( vg_mem
.scratch
);
128 mdl_open( &ctx
, path
, vg_mem
.scratch
);
129 mdl_load_metadata_block( &ctx
, vg_mem
.scratch
);
131 dynamic_model_load( &ctx
, &board
->mdl
, path
);
136 VG_STATIC
void player_model_unload( struct player_model
*board
){
137 dynamic_model_unload( &board
->mdl
);
140 VG_STATIC
void player_animate( player_instance
*player
){
141 if( _player_animate
[ player
->subsystem
] ){
142 player_animation res
;
143 res
.type
= k_player_animation_type_fk
;
145 _player_animate
[ player
->subsystem
]( player
, &res
);
148 q_m3x3( res
.root_q
, transform
);
149 v3_copy( res
.root_co
, transform
[3] );
151 struct skeleton
*sk
= &player
->playeravatar
->sk
;
153 if( player
->holdout_time
> 0.0f
){
154 skeleton_lerp_pose( sk
, res
.pose
, player
->holdout_pose
,
155 player
->holdout_time
, res
.pose
);
156 player
->holdout_time
-= vg
.time_frame_delta
* 2.0f
;
159 if( res
.type
== k_player_animation_type_fk
){
160 skeleton_apply_pose( sk
, res
.pose
, k_anim_apply_defer_ik
);
161 skeleton_apply_ik_pass( sk
);
162 skeleton_apply_pose( sk
, res
.pose
, k_anim_apply_deffered_only
);
163 skeleton_apply_inverses( sk
);
164 skeleton_apply_transform( sk
, transform
);
167 skeleton_apply_pose( sk
, res
.pose
, k_anim_apply_absolute
);
170 skeleton_debug( sk
);
173 if( _player_post_animate
[ player
->subsystem
] )
174 _player_post_animate
[ player
->subsystem
]( player
);
177 VG_STATIC
void player__pre_render( player_instance
*player
){
178 player
->cam_override_strength
= 0.0f
;
179 player_animate( player
);
184 f64 target
= player
->replay
.cursor
;
186 if( vg_getkey( SDLK_9
) ){
187 target
-= vg
.time_frame_delta
* speed
;
188 player
->replay
.control
= k_replay_control_scrub
;
189 replay_seek( &player
->replay
, target
);
191 if( vg_getkey( SDLK_0
) ){
192 target
+= vg
.time_frame_delta
* speed
;
193 player
->replay
.control
= k_replay_control_scrub
;
194 replay_seek( &player
->replay
, target
);
197 if( vg_getkey( SDLK_7
) )
198 player
->replay
.control
= k_replay_control_play
;
200 if( player
->replay
.control
== k_replay_control_play
){
201 target
+= vg
.time_frame_delta
;
202 replay_seek( &player
->replay
, target
);
205 if( vg_getkey( SDLK_8
) ){
206 replay_frame
*prev
= replay_find_recent_stateframe( &player
->replay
);
209 /* TODO: Make gamestate_apply function / swap ... */
210 replay_gamestate
*gs
= replay_frame_gamestate( prev
, 0 );
212 if( gs
->system
== k_player_subsystem_walk
){
213 memcpy( &player
->_walk
.state
, &gs
->walk
,
214 sizeof(struct player_walk_state
) );
216 else if( gs
->system
== k_player_subsystem_skate
){
217 memcpy( &player
->_skate
.state
, &gs
->skate
,
218 sizeof(struct player_skate_state
) );
220 player
->subsystem
= gs
->system
;
222 memcpy( &player
->rb
, &gs
->rb
, sizeof(rigidbody
) );
223 v3_copy( gs
->angles
, player
->angles
);
224 v3_copy( prev
->cam_pos
, player
->cam
.pos
);
225 v3_copy( prev
->cam_angles
, player
->cam_override_angles
);
226 player
->cam
.fov
= prev
->cam_fov
;
227 memcpy( &player
->cam_control
, &gs
->cam_control
,
228 sizeof(struct player_cam_controller
) );
230 /* chop end off replay */
232 player
->replay
.statehead
= prev
;
233 player
->replay
.head
= prev
;
234 player
->replay
.cursor_frame
= prev
;
235 player
->replay
.cursor
= prev
->time
;
236 vg
.time
= prev
->time
;
239 player__pre_render( player
);
244 player_animation res
;
245 replay_frame
*frame
= player
->replay
.cursor_frame
;
248 memcpy( &res
, &frame
->anim
, sizeof(frame
->anim
) );
249 memcpy( &frame
->board_pose
, &player
->board_pose
,
250 sizeof(player
->board_pose
) );
251 v3_copy( frame
->cam_pos
, player
->cam_override_pos
);
252 v3_copy( frame
->cam_angles
, player
->cam_override_angles
);
253 player
->cam_override_fov
= frame
->cam_fov
;
254 player
->cam_override_strength
= 1.0f
;
258 struct skeleton
*sk
= &player
->playeravatar
->sk
;
259 skeleton_apply_pose( sk
, res
.pose
, k_anim_apply_absolute
);
262 /* replay recorder */
263 replay_buffer
*replay
= &player
->replay
;
265 f64 delta
= 9999999.9,
266 statedelta
= 9999999.9;
269 delta
= vg
.time
- replay
->head
->time
;
271 if( replay
->statehead
)
272 statedelta
= vg
.time
- replay
->statehead
->time
;
274 const f64 k_replay_rate
= 1.0/30.0,
275 k_gamestate_rate
= 0.5;
278 if( statedelta
> k_gamestate_rate
/* or switching */ ){
282 if( (delta
> k_replay_rate
) || gamestates
){
283 replay_frame
*frame
= replay_newframe( replay
, gamestates
, 0 );
284 replay
->cursor
= vg
.time
;
285 replay
->cursor_frame
= frame
;
287 player_animation
*res
= &frame
->anim
;
288 v3_zero( res
->root_co
);
289 q_identity( res
->root_q
);
290 res
->type
= k_player_animation_type_absolute
;
292 struct skeleton
*sk
= &player
->playeravatar
->sk
;
293 skeleton_decompose_mtx_absolute( sk
, res
->pose
);
295 memcpy( &frame
->board_pose
, &player
->board_pose
,
296 sizeof(player
->board_pose
) );
297 frame
->time
= vg
.time
;
298 v3_copy( player
->cam
.pos
, frame
->cam_pos
);
299 v3_copy( player
->cam
.angles
, frame
->cam_angles
);
300 frame
->cam_fov
= player
->cam
.fov
;
303 replay_gamestate
*gs
= replay_frame_gamestate( frame
, 0 );
304 gs
->system
= player
->subsystem
;
306 if( player
->subsystem
== k_player_subsystem_walk
){
307 memcpy( &gs
->walk
, &player
->_walk
.state
,
308 sizeof(struct player_walk_state
) );
310 else if( player
->subsystem
== k_player_subsystem_skate
){
311 memcpy( &gs
->skate
, &player
->_skate
.state
,
312 sizeof(struct player_skate_state
) );
315 memcpy( &gs
->rb
, &player
->rb
, sizeof(rigidbody
) );
316 memcpy( &gs
->cam_control
, &player
->cam_control
,
317 sizeof(struct player_cam_controller
) );
318 v3_copy( player
->angles
, gs
->angles
);
323 player__cam_iterate( player
);
325 /* shadowing/ao info */
326 struct player_avatar
*av
= player
->playeravatar
;
327 struct player_board
*board
=
328 addon_cache_item_if_loaded( k_addon_type_board
,
329 player
->board_view_slot
);
332 v3_copy((v3f
){0.0f
,0.1f
, board
->truck_positions
[0][2]}, vp0
);
333 v3_copy((v3f
){0.0f
,0.1f
, board
->truck_positions
[1][2]}, vp1
);
340 struct ub_world_lighting
*ubo
= &world_current_instance()->ub_lighting
;
341 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_board
], vp0
, ubo
->g_board_0
);
342 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_board
], vp1
, ubo
->g_board_1
);
345 VG_STATIC
void render_board( camera
*cam
, world_instance
*world
,
346 struct player_board
*board
, m4x3f root
,
347 struct board_pose
*pose
,
348 enum board_shader shader
)
354 glActiveTexture( GL_TEXTURE0
);
355 glBindTexture( GL_TEXTURE_2D
, board
->mdl
.texture
);
357 if( shader
== k_board_shader_player
){
358 shader_model_board_view_use();
359 shader_model_board_view_uTexMain( 0 );
360 shader_model_board_view_uCamera( cam
->transform
[3] );
361 shader_model_board_view_uPv( cam
->mtx
.pv
);
362 shader_model_board_view_uTexSceneDepth( 1 );
363 render_fb_bind_texture( gpipeline
.fb_main
, 2, 1 );
365 render_fb_inverse_ratio( gpipeline
.fb_main
, inverse
);
367 inverse
[2] = main_camera
.farz
-main_camera
.nearz
;
369 shader_model_board_view_uInverseRatioDepth( inverse
);
370 render_fb_inverse_ratio( NULL
, inverse
);
371 inverse
[2] = cam
->farz
-cam
->nearz
;
372 shader_model_board_view_uInverseRatioMain( inverse
);
374 world_link_lighting_ub( world
, _shader_model_board_view
.id
);
375 world_bind_position_texture( world
, _shader_model_board_view
.id
,
376 _uniform_model_board_view_g_world_depth
, 2 );
377 world_bind_light_array( world
, _shader_model_board_view
.id
,
378 _uniform_model_board_view_uLightsArray
, 3 );
379 world_bind_light_index( world
, _shader_model_board_view
.id
,
380 _uniform_model_board_view_uLightsIndex
, 4 );
382 else if( shader
== k_board_shader_entity
){
383 shader_model_entity_use();
384 shader_model_entity_uTexMain( 0 );
385 shader_model_entity_uCamera( cam
->transform
[3] );
386 shader_model_entity_uPv( cam
->mtx
.pv
);
388 world_link_lighting_ub( world
, _shader_model_entity
.id
);
389 world_bind_position_texture( world
, _shader_model_entity
.id
,
390 _uniform_model_entity_g_world_depth
, 2 );
391 world_bind_light_array( world
, _shader_model_entity
.id
,
392 _uniform_model_entity_uLightsArray
, 3 );
393 world_bind_light_index( world
, _shader_model_entity
.id
,
394 _uniform_model_entity_uLightsIndex
, 4 );
397 mesh_bind( &board
->mdl
.mesh
);
401 if( board
->board
.indice_count
){
403 m3x3_identity( mlocal
);
411 q_axis_angle( qroll
, (v3f
){0.0f
,0.0f
,1.0f
}, pose
->lean
* 0.6f
);
412 keyframe_rotate_around( &kf
, (v3f
){0.0f
,0.11f
,0.0f
},
413 (v3f
){0.0f
,0.0f
,0.0f
}, qroll
);
415 v3_add( board
->board_position
, kf
.co
, mlocal
[3] );
416 q_m3x3( kf
.q
, mlocal
);
418 m4x3_mul( root
, mlocal
, mlocal
);
420 if( shader
== k_board_shader_entity
){
421 /* TODO: provide a way to supply previous mdl mtx? */
422 m4x3_expand( mlocal
, m4mdl
);
423 m4x4_mul( cam
->mtx_prev
.pv
, m4mdl
, m4mdl
);
424 shader_model_entity_uPvmPrev( m4mdl
);
425 shader_model_entity_uMdl( mlocal
);
428 shader_model_board_view_uMdl( mlocal
);
430 mdl_draw_submesh( &board
->board
);
433 for( int i
=0; i
<2; i
++ ){
434 if( !board
->trucks
[i
].indice_count
)
438 m3x3_identity( mlocal
);
439 v3_copy( board
->truck_positions
[i
], mlocal
[3] );
440 m4x3_mul( root
, mlocal
, mlocal
);
442 if( shader
== k_board_shader_entity
){
443 m4x3_expand( mlocal
, m4mdl
);
444 m4x4_mul( cam
->mtx_prev
.pv
, m4mdl
, m4mdl
);
445 shader_model_entity_uPvmPrev( m4mdl
);
446 shader_model_entity_uMdl( mlocal
);
449 shader_model_board_view_uMdl( mlocal
);
451 mdl_draw_submesh( &board
->trucks
[i
] );
454 for( int i
=0; i
<4; i
++ ){
455 if( !board
->wheels
[i
].indice_count
)
459 m3x3_identity( mlocal
);
460 v3_copy( board
->wheel_positions
[i
], mlocal
[3] );
461 m4x3_mul( root
, mlocal
, mlocal
);
463 if( shader
== k_board_shader_entity
){
464 m4x3_expand( mlocal
, m4mdl
);
465 m4x4_mul( cam
->mtx_prev
.pv
, m4mdl
, m4mdl
);
466 shader_model_entity_uPvmPrev( m4mdl
);
467 shader_model_entity_uMdl( mlocal
);
470 shader_model_board_view_uMdl( mlocal
);
472 mdl_draw_submesh( &board
->wheels
[i
] );
476 VG_STATIC
void render_playermodel( camera
*cam
, world_instance
*world
,
477 struct player_model
*model
,
478 struct skeleton
*skeleton
){
481 shader_model_character_view_use();
483 glActiveTexture( GL_TEXTURE0
);
484 glBindTexture( GL_TEXTURE_2D
, model
->mdl
.texture
);
485 shader_model_character_view_uTexMain( 0 );
486 shader_model_character_view_uCamera( cam
->transform
[3] );
487 shader_model_character_view_uPv( cam
->mtx
.pv
);
488 shader_model_character_view_uTexSceneDepth( 1 );
489 render_fb_bind_texture( gpipeline
.fb_main
, 2, 1 );
491 render_fb_inverse_ratio( gpipeline
.fb_main
, inverse
);
492 inverse
[2] = main_camera
.farz
-main_camera
.nearz
;
494 shader_model_character_view_uInverseRatioDepth( inverse
);
495 render_fb_inverse_ratio( NULL
, inverse
);
496 inverse
[2] = cam
->farz
-cam
->nearz
;
497 shader_model_character_view_uInverseRatioMain( inverse
);
499 world_link_lighting_ub( world
, _shader_model_character_view
.id
);
500 world_bind_position_texture( world
, _shader_model_character_view
.id
,
501 _uniform_model_character_view_g_world_depth
, 2 );
502 world_bind_light_array( world
, _shader_model_character_view
.id
,
503 _uniform_model_character_view_uLightsArray
, 3 );
504 world_bind_light_index( world
, _shader_model_character_view
.id
,
505 _uniform_model_character_view_uLightsIndex
, 4 );
507 glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms
,
508 skeleton
->bone_count
,
510 (float *)skeleton
->final_mtx
);
512 mesh_bind( &model
->mdl
.mesh
);
513 mesh_draw( &model
->mdl
.mesh
);
516 PLAYER_API
void player__render( camera
*cam
, player_instance
*player
)
518 world_instance
*world
= world_current_instance();
519 SDL_AtomicLock( &addon_system
.sl_cache_using_resources
);
521 struct player_model
*model
=
522 addon_cache_item_if_loaded( k_addon_type_player
,
523 player
->playermodel_view_slot
);
525 if( !model
) model
= &player
->fallback_model
;
526 render_playermodel( cam
, world
, model
, &player
->playeravatar
->sk
);
528 struct player_board
*board
=
529 addon_cache_item_if_loaded( k_addon_type_board
,
530 player
->board_view_slot
);
532 render_board( cam
, world
, board
, player
->playeravatar
->sk
.final_mtx
[
533 player
->playeravatar
->id_board
],
535 k_board_shader_player
);
537 SDL_AtomicUnlock( &addon_system
.sl_cache_using_resources
);
540 #endif /* PLAYER_RENDER_C */