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"
10 #include "shaders/model_character_view.h"
11 #include "shaders/model_board_view.h"
12 #include "shaders/model_entity.h"
14 VG_STATIC
void player_avatar_load( struct player_avatar
*av
, const char *path
)
16 mdl_open( &av
->meta
, path
, vg_mem
.rtmemory
);
17 mdl_load_metadata_block( &av
->meta
, vg_mem
.rtmemory
);
18 mdl_load_animation_block( &av
->meta
, vg_mem
.rtmemory
);
19 mdl_close( &av
->meta
);
21 struct skeleton
*sk
= &av
->sk
;
22 skeleton_setup( sk
, vg_mem
.rtmemory
, &av
->meta
);
24 av
->id_hip
= skeleton_bone_id( sk
, "hips" );
25 av
->id_ik_hand_l
= skeleton_bone_id( sk
, "hand.IK.L" );
26 av
->id_ik_hand_r
= skeleton_bone_id( sk
, "hand.IK.R" );
27 av
->id_ik_elbow_l
= skeleton_bone_id( sk
, "elbow.L" );
28 av
->id_ik_elbow_r
= skeleton_bone_id( sk
, "elbow.R" );
29 av
->id_head
= skeleton_bone_id( sk
, "head" );
30 av
->id_ik_foot_l
= skeleton_bone_id( sk
, "foot.IK.L" );
31 av
->id_ik_foot_r
= skeleton_bone_id( sk
, "foot.IK.R" );
32 av
->id_board
= skeleton_bone_id( sk
, "board" );
33 av
->id_wheel_l
= skeleton_bone_id( sk
, "wheel.L" );
34 av
->id_wheel_r
= skeleton_bone_id( sk
, "wheel.R" );
35 av
->id_ik_knee_l
= skeleton_bone_id( sk
, "knee.L" );
36 av
->id_ik_knee_r
= skeleton_bone_id( sk
, "knee.R" );
39 /* TODO: Standard model load */
41 VG_STATIC
void player_model_load( struct player_model
*mdl
, const char *path
)
43 vg_linear_clear( vg_mem
.scratch
);
46 mdl_open( &ctx
, path
, vg_mem
.scratch
);
47 mdl_load_metadata_block( &ctx
, vg_mem
.scratch
);
49 if( !mdl_arrcount( &ctx
.textures
) )
50 vg_fatal_error( "No texture in player model" );
52 mdl_texture
*tex0
= mdl_arritm( &ctx
.textures
, 0 );
53 void *data
= vg_linear_alloc( vg_mem
.scratch
, tex0
->file
.pack_size
);
54 mdl_fread_pack_file( &ctx
, &tex0
->file
, data
);
56 vg_tex2d_load_qoi_async( data
, tex0
->file
.pack_size
,
57 VG_TEX2D_NEAREST
|VG_TEX2D_CLAMP
,
60 mdl_async_load_glmesh( &ctx
, &mdl
->mesh
);
64 /* TODO: allow error handling */
65 VG_STATIC
void player_board_load( struct player_board
*mdl
, const char *path
)
67 vg_linear_clear( vg_mem
.scratch
);
70 mdl_open( &ctx
, path
, vg_mem
.scratch
);
71 mdl_load_metadata_block( &ctx
, vg_mem
.scratch
);
73 mdl_array_ptr markers
;
74 mdl_load_array( &ctx
, &markers
, "ent_marker", vg_mem
.scratch
);
76 if( !mdl_arrcount( &ctx
.textures
) )
77 vg_fatal_error( "No texture in board model" );
79 mdl_texture
*tex0
= mdl_arritm( &ctx
.textures
, 0 );
80 void *data
= vg_linear_alloc( vg_mem
.scratch
, tex0
->file
.pack_size
);
81 mdl_fread_pack_file( &ctx
, &tex0
->file
, data
);
83 vg_tex2d_load_qoi_async( data
, tex0
->file
.pack_size
,
84 VG_TEX2D_CLAMP
|VG_TEX2D_NEAREST
,
87 mdl_async_load_glmesh( &ctx
, &mdl
->mesh
);
90 for( int i
=0; i
<4; i
++ )
91 mdl
->wheels
[i
].indice_count
= 0;
92 for( int i
=0; i
<2; i
++ )
93 mdl
->trucks
[i
].indice_count
= 0;
94 mdl
->board
.indice_count
= 0;
96 for( u32 i
=0; i
<mdl_arrcount(&ctx
.meshs
); i
++ ){
97 mdl_mesh
*mesh
= mdl_arritm( &ctx
.meshs
, i
);
99 if( mdl_entity_id_type( mesh
->entity_id
) != k_ent_marker
)
102 u32 index
= mdl_entity_id_id( mesh
->entity_id
);
103 ent_marker
*marker
= mdl_arritm( &markers
, index
);
105 mdl_submesh
*sm0
= mdl_arritm( &ctx
.submeshs
, mesh
->submesh_start
);
107 const char *alias
= mdl_pstr( &ctx
, marker
->pstr_alias
);
108 u32 lr
= marker
->transform
.co
[0] > 0.0f
? 1: 0,
109 fb
= marker
->transform
.co
[2] > 0.0f
? 0: 1;
111 if( !strcmp( alias
, "wheel" ) ){
113 mdl
->wheels
[ id
] = *sm0
;
114 v3_copy( marker
->transform
.co
, mdl
->wheel_positions
[ id
] );
116 else if( !strcmp( alias
, "board" ) ){
118 v3_copy( marker
->transform
.co
, mdl
->board_position
);
120 else if( !strcmp( alias
, "truck" ) ){
121 mdl
->trucks
[ fb
] = *sm0
;
122 v3_copy( marker
->transform
.co
, mdl
->truck_positions
[ fb
] );
127 VG_STATIC
void player_board_unload( struct player_board
*mdl
)
129 mesh_free( &mdl
->mesh
);
130 glDeleteTextures( 1, &mdl
->texture
);
133 VG_STATIC
void player__pre_render( player_instance
*player
)
135 if( _player_animate
[ player
->subsystem
] ){
136 player_animation res
;
137 _player_animate
[ player
->subsystem
]( player
, &res
);
140 q_m3x3( res
.root_q
, transform
);
141 v3_copy( res
.root_co
, transform
[3] );
143 struct skeleton
*sk
= &player
->playeravatar
->sk
;
145 if( player
->holdout_time
> 0.0f
){
146 skeleton_lerp_pose( sk
, res
.pose
, player
->holdout_pose
,
147 player
->holdout_time
, res
.pose
);
148 player
->holdout_time
-= vg
.time_frame_delta
* 2.0f
;
151 skeleton_apply_pose( sk
, res
.pose
, k_anim_apply_defer_ik
);
152 skeleton_apply_ik_pass( sk
);
153 skeleton_apply_pose( sk
, res
.pose
, k_anim_apply_deffered_only
);
154 skeleton_apply_inverses( sk
);
155 skeleton_apply_transform( sk
, transform
);
157 skeleton_debug( sk
);
160 if( _player_post_animate
[ player
->subsystem
] )
161 _player_post_animate
[ player
->subsystem
]( player
);
163 struct player_avatar
*av
= player
->playeravatar
;
164 struct player_board
*board
= player_get_player_board( player
);
169 v3_copy((v3f
){0.0f
,0.1f
, board
->truck_positions
[0][2]}, vp0
);
170 v3_copy((v3f
){0.0f
,0.1f
, board
->truck_positions
[1][2]}, vp1
);
177 struct ub_world_lighting
*ubo
= &get_active_world()->ub_lighting
;
178 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_board
], vp0
, ubo
->g_board_0
);
179 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_board
], vp1
, ubo
->g_board_1
);
181 if( player
->immobile
){
182 player__cam_iterate( player
);
186 if( player
->rewinding
){
187 if( player
->rewind_time
<= 0.0f
){
188 double taken
= vg
.time
- player
->rewind_start
;
189 vg_success( "Rewind took (rt, pt, tl): %f, %f, %f\n",
190 taken
, player
->rewind_predicted_time
,
191 player
->rewind_total_length
);
193 player
->rewinding
= 0;
194 player
->rewind_length
= 1;
195 player
->rewind_total_length
= 0.0f
;
196 player
->rewind_accum
= 0.0f
;
197 world_global
.sky_target_rate
= 1.0;
198 world_global
.time
= world_global
.last_use
;
201 world_global
.sky_target_rate
= -100.0;
203 float budget
= vg
.time_delta
,
204 overall_length
= player
->rewind_length
;
206 for( int i
=0; (i
<10)&&(player
->rewind_time
>0.0f
)&&(budget
>0.0f
); i
++ ){
207 /* Interpolate frames */
208 int i0
= floorf( player
->rewind_time
),
209 i1
= VG_MIN( i0
+1, player
->rewind_length
-1 );
211 struct rewind_frame
*fr
= &player
->rewind_buffer
[i0
],
212 *fr1
= &player
->rewind_buffer
[i1
];
214 float dist
= vg_maxf( v3_dist( fr
->pos
, fr1
->pos
), 0.001f
),
215 subl
= vg_fractf( player
->rewind_time
) + 0.001f
,
217 sramp
= 3.0f
-(1.0f
/(0.4f
+0.4f
*player
->rewind_time
)),
218 speed
= sramp
*28.0f
+ 0.5f
*player
->rewind_time
,
219 mod
= speed
* (budget
/ dist
),
221 advl
= vg_minf( mod
, subl
),
222 advt
= (advl
/ mod
) * budget
;
224 player
->dist_accum
+= speed
* advt
;
225 player
->rewind_time
-= advl
;
229 player
->rewind_time
= vg_maxf( 0.0f
, player
->rewind_time
);
231 float current_time
= vg
.time
- player
->rewind_start
,
232 remaining
= player
->rewind_predicted_time
- current_time
;
234 if( player
->rewind_sound_wait
){
235 if( player
->rewind_predicted_time
>= 6.5f
){
236 if( remaining
<= 6.5f
){
238 audio_oneshot( &audio_rewind
[3], 1.0f
, 0.0f
);
240 player
->rewind_sound_wait
= 0;
243 else if( player
->rewind_predicted_time
>= 2.5f
){
244 if( remaining
<= 2.5f
){
246 audio_oneshot( &audio_rewind
[2], 1.0f
, 0.0f
);
248 player
->rewind_sound_wait
= 0;
251 else if( player
->rewind_predicted_time
>= 1.5f
){
252 if( remaining
<= 1.5f
){
254 audio_oneshot( &audio_rewind
[1], 1.0f
, 0.0f
);
256 player
->rewind_sound_wait
= 0;
261 int i0
= floorf( player
->rewind_time
),
262 i1
= VG_MIN( i0
+1, player
->rewind_length
-1 );
264 struct rewind_frame
*fr
= &player
->rewind_buffer
[i0
],
265 *fr1
= &player
->rewind_buffer
[i1
];
267 float sub
= vg_fractf(player
->rewind_time
);
269 v3_lerp( fr
->pos
, fr1
->pos
, sub
, player
->cam_override_pos
);
270 player
->cam_override_angles
[0] =
271 vg_alerpf( fr
->ang
[0], fr1
->ang
[0], sub
);
272 player
->cam_override_angles
[1] =
273 vg_lerpf ( fr
->ang
[1], fr1
->ang
[1], sub
);
274 player
->cam_override_fov
= player
->cam
.fov
;
276 float blend
= player
->rewind_time
* 0.25f
;
277 player
->cam_override_strength
= vg_clampf( blend
, 0.0f
, 1.0f
);
280 else player
->cam_override_strength
= 0.0f
;
282 player__cam_iterate( player
);
286 k_board_shader_player
,
287 k_board_shader_entity
290 VG_STATIC
void render_board( camera
*cam
, world_instance
*world
,
291 struct player_board
*board
, m4x3f root
,
292 enum board_shader shader
)
298 glActiveTexture( GL_TEXTURE0
);
299 glBindTexture( GL_TEXTURE_2D
, board
->texture
);
301 if( shader
== k_board_shader_player
){
302 shader_model_board_view_use();
303 shader_model_board_view_uTexMain( 0 );
304 shader_model_board_view_uCamera( cam
->transform
[3] );
305 shader_model_board_view_uPv( cam
->mtx
.pv
);
306 shader_model_board_view_uTexSceneDepth( 1 );
308 render_fb_inverse_ratio( gpipeline
.fb_main
, inverse
);
310 inverse
[2] = main_camera
.farz
-main_camera
.nearz
;
312 shader_model_board_view_uInverseRatioDepth( inverse
);
313 render_fb_inverse_ratio( NULL
, inverse
);
314 inverse
[2] = cam
->farz
-cam
->nearz
;
315 shader_model_board_view_uInverseRatioMain( inverse
);
317 world_link_lighting_ub( world
, _shader_model_board_view
.id
);
318 world_bind_position_texture( world
, _shader_model_board_view
.id
,
319 _uniform_model_board_view_g_world_depth
, 2 );
320 world_bind_light_array( world
, _shader_model_board_view
.id
,
321 _uniform_model_board_view_uLightsArray
, 3 );
322 world_bind_light_index( world
, _shader_model_board_view
.id
,
323 _uniform_model_board_view_uLightsIndex
, 4 );
325 else if( shader
== k_board_shader_entity
){
326 shader_model_entity_use();
327 shader_model_entity_uTexMain( 0 );
328 shader_model_entity_uCamera( cam
->transform
[3] );
329 shader_model_entity_uPv( cam
->mtx
.pv
);
331 world_link_lighting_ub( world
, _shader_model_entity
.id
);
332 world_bind_position_texture( world
, _shader_model_entity
.id
,
333 _uniform_model_entity_g_world_depth
, 2 );
334 world_bind_light_array( world
, _shader_model_entity
.id
,
335 _uniform_model_entity_uLightsArray
, 3 );
336 world_bind_light_index( world
, _shader_model_entity
.id
,
337 _uniform_model_entity_uLightsIndex
, 4 );
340 mesh_bind( &board
->mesh
);
344 if( board
->board
.indice_count
){
346 m3x3_identity( mlocal
);
347 v3_copy( board
->board_position
, mlocal
[3] );
348 m4x3_mul( root
, mlocal
, mlocal
);
350 if( shader
== k_board_shader_entity
){
351 /* TODO: provide a way to supply previous mdl mtx? */
352 m4x3_expand( mlocal
, m4mdl
);
353 m4x4_mul( cam
->mtx_prev
.pv
, m4mdl
, m4mdl
);
354 shader_model_entity_uPvmPrev( m4mdl
);
355 shader_model_entity_uMdl( mlocal
);
358 shader_model_board_view_uMdl( mlocal
);
360 mdl_draw_submesh( &board
->board
);
363 for( int i
=0; i
<2; i
++ ){
364 if( !board
->trucks
[i
].indice_count
)
368 m3x3_identity( mlocal
);
369 v3_copy( board
->truck_positions
[i
], mlocal
[3] );
370 m4x3_mul( root
, mlocal
, mlocal
);
372 if( shader
== k_board_shader_entity
){
373 m4x3_expand( mlocal
, m4mdl
);
374 m4x4_mul( cam
->mtx_prev
.pv
, m4mdl
, m4mdl
);
375 shader_model_entity_uPvmPrev( m4mdl
);
376 shader_model_entity_uMdl( mlocal
);
379 shader_model_board_view_uMdl( mlocal
);
381 mdl_draw_submesh( &board
->trucks
[i
] );
384 for( int i
=0; i
<4; i
++ ){
385 if( !board
->wheels
[i
].indice_count
)
389 m3x3_identity( mlocal
);
390 v3_copy( board
->wheel_positions
[i
], mlocal
[3] );
391 m4x3_mul( root
, mlocal
, mlocal
);
393 if( shader
== k_board_shader_entity
){
394 m4x3_expand( mlocal
, m4mdl
);
395 m4x4_mul( cam
->mtx_prev
.pv
, m4mdl
, m4mdl
);
396 shader_model_entity_uPvmPrev( m4mdl
);
397 shader_model_entity_uMdl( mlocal
);
400 shader_model_board_view_uMdl( mlocal
);
402 mdl_draw_submesh( &board
->wheels
[i
] );
406 PLAYER_API
void player__render( camera
*cam
, player_instance
*player
)
408 shader_model_character_view_use();
410 glActiveTexture( GL_TEXTURE0
);
411 glBindTexture( GL_TEXTURE_2D
, player
->playermodel
->texture
);
412 shader_model_character_view_uTexMain( 0 );
413 shader_model_character_view_uCamera( cam
->transform
[3] );
414 shader_model_character_view_uPv( cam
->mtx
.pv
);
415 shader_model_character_view_uTexSceneDepth( 1 );
416 render_fb_bind_texture( gpipeline
.fb_main
, 2, 1 );
418 render_fb_inverse_ratio( gpipeline
.fb_main
, inverse
);
419 inverse
[2] = main_camera
.farz
-main_camera
.nearz
;
421 shader_model_character_view_uInverseRatioDepth( inverse
);
422 render_fb_inverse_ratio( NULL
, inverse
);
423 inverse
[2] = cam
->farz
-cam
->nearz
;
424 shader_model_character_view_uInverseRatioMain( inverse
);
426 world_instance
*world
= get_active_world();
427 world_link_lighting_ub( world
, _shader_model_character_view
.id
);
428 world_bind_position_texture( world
, _shader_model_character_view
.id
,
429 _uniform_model_character_view_g_world_depth
, 2 );
430 world_bind_light_array( world
, _shader_model_character_view
.id
,
431 _uniform_model_character_view_uLightsArray
, 3 );
432 world_bind_light_index( world
, _shader_model_character_view
.id
,
433 _uniform_model_character_view_uLightsIndex
, 4 );
435 glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms
,
436 player
->playeravatar
->sk
.bone_count
,
438 (float *)player
->playeravatar
->sk
.final_mtx
);
440 mesh_bind( &player
->playermodel
->mesh
);
441 mesh_draw( &player
->playermodel
->mesh
);
443 struct player_board
*board
= player_get_player_board( player
);
445 render_board( cam
, world
, board
, player
->playeravatar
->sk
.final_mtx
[
446 player
->playeravatar
->id_board
],
447 k_board_shader_player
);
450 #endif /* PLAYER_RENDER_C */