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_avatar_load( struct player_avatar
*av
, const char *path
){
19 mdl_open( &av
->meta
, path
, vg_mem
.rtmemory
);
20 mdl_load_metadata_block( &av
->meta
, vg_mem
.rtmemory
);
21 mdl_load_animation_block( &av
->meta
, vg_mem
.rtmemory
);
22 mdl_close( &av
->meta
);
24 struct skeleton
*sk
= &av
->sk
;
25 skeleton_setup( sk
, vg_mem
.rtmemory
, &av
->meta
);
27 av
->id_hip
= skeleton_bone_id( sk
, "hips" );
28 av
->id_chest
= skeleton_bone_id( sk
, "chest" );
29 av
->id_ik_hand_l
= skeleton_bone_id( sk
, "hand.IK.L" );
30 av
->id_ik_hand_r
= skeleton_bone_id( sk
, "hand.IK.R" );
31 av
->id_ik_elbow_l
= skeleton_bone_id( sk
, "elbow.L" );
32 av
->id_ik_elbow_r
= skeleton_bone_id( sk
, "elbow.R" );
33 av
->id_head
= skeleton_bone_id( sk
, "head" );
34 av
->id_ik_foot_l
= skeleton_bone_id( sk
, "foot.IK.L" );
35 av
->id_ik_foot_r
= skeleton_bone_id( sk
, "foot.IK.R" );
36 av
->id_board
= skeleton_bone_id( sk
, "board" );
37 av
->id_wheel_l
= skeleton_bone_id( sk
, "wheel.L" );
38 av
->id_wheel_r
= skeleton_bone_id( sk
, "wheel.R" );
39 av
->id_ik_knee_l
= skeleton_bone_id( sk
, "knee.L" );
40 av
->id_ik_knee_r
= skeleton_bone_id( sk
, "knee.R" );
43 /* TODO: Standard model load */
45 static void dynamic_model_load( mdl_context
*ctx
,
46 struct dynamic_model_1texture
*mdl
,
48 if( !mdl_arrcount( &ctx
->textures
) )
49 vg_fatal_error( "No texture in 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
);
62 static void dynamic_model_unload( struct dynamic_model_1texture
*mdl
){
63 mesh_free( &mdl
->mesh
);
64 glDeleteTextures( 1, &mdl
->texture
);
67 /* TODO: allow error handling */
68 static void player_board_load( struct player_board
*board
,
71 vg_linear_clear( vg_mem
.scratch
);
74 mdl_open( &ctx
, path
, vg_mem
.scratch
);
75 mdl_load_metadata_block( &ctx
, vg_mem
.scratch
);
77 dynamic_model_load( &ctx
, &board
->mdl
, path
);
79 mdl_array_ptr markers
;
80 mdl_load_array( &ctx
, &markers
, "ent_marker", vg_mem
.scratch
);
82 /* TODO: you get put into a new section, the above is standard mdl loads. */
83 for( int i
=0; i
<4; i
++ )
84 board
->wheels
[i
].indice_count
= 0;
85 for( int i
=0; i
<2; i
++ )
86 board
->trucks
[i
].indice_count
= 0;
87 board
->board
.indice_count
= 0;
89 for( u32 i
=0; i
<mdl_arrcount(&ctx
.meshs
); i
++ ){
90 mdl_mesh
*mesh
= mdl_arritm( &ctx
.meshs
, i
);
92 if( mdl_entity_id_type( mesh
->entity_id
) != k_ent_marker
)
95 u32 index
= mdl_entity_id_id( mesh
->entity_id
);
96 ent_marker
*marker
= mdl_arritm( &markers
, index
);
98 mdl_submesh
*sm0
= mdl_arritm( &ctx
.submeshs
, mesh
->submesh_start
);
100 const char *alias
= mdl_pstr( &ctx
, marker
->pstr_alias
);
101 u32 lr
= marker
->transform
.co
[0] > 0.0f
? 1: 0,
102 fb
= marker
->transform
.co
[2] > 0.0f
? 0: 1;
104 if( !strcmp( alias
, "wheel" ) ){
106 board
->wheels
[ id
] = *sm0
;
107 v3_copy( marker
->transform
.co
, board
->wheel_positions
[ id
] );
109 else if( !strcmp( alias
, "board" ) ){
111 v3_copy( marker
->transform
.co
, board
->board_position
);
113 else if( !strcmp( alias
, "truck" ) ){
114 board
->trucks
[ fb
] = *sm0
;
115 v3_copy( marker
->transform
.co
, board
->truck_positions
[ fb
] );
122 static void player_board_unload( struct player_board
*board
){
123 dynamic_model_unload( &board
->mdl
);
126 static void player_model_load( struct player_model
*board
, const char *path
){
127 vg_linear_clear( vg_mem
.scratch
);
130 mdl_open( &ctx
, path
, vg_mem
.scratch
);
131 mdl_load_metadata_block( &ctx
, vg_mem
.scratch
);
133 dynamic_model_load( &ctx
, &board
->mdl
, path
);
138 static void player_model_unload( struct player_model
*board
){
139 dynamic_model_unload( &board
->mdl
);
142 static void apply_full_skeleton_pose( struct skeleton
*sk
, player_pose
*pose
,
145 q_m3x3( pose
->root_q
, transform
);
146 v3_copy( pose
->root_co
, transform
[3] );
148 if( pose
->type
== k_player_pose_type_ik
){
149 skeleton_apply_pose( sk
, pose
->keyframes
,
150 k_anim_apply_defer_ik
, final_mtx
);
151 skeleton_apply_ik_pass( sk
, final_mtx
);
152 skeleton_apply_pose( sk
, pose
->keyframes
,
153 k_anim_apply_deffered_only
, final_mtx
);
154 skeleton_apply_inverses( sk
, final_mtx
);
155 skeleton_apply_transform( sk
, transform
, final_mtx
);
157 else if( pose
->type
== k_player_pose_type_fk_2
){
158 skeleton_apply_pose( sk
, pose
->keyframes
,
159 k_anim_apply_always
, final_mtx
);
160 skeleton_apply_inverses( sk
, final_mtx
);
161 skeleton_apply_transform( sk
, transform
, final_mtx
);
165 static void player__animate(void){
166 struct player_subsystem_interface
*sys
=
167 player_subsystems
[localplayer
.subsystem
];
169 assert( sys
->animate
);
171 assert( sys
->animator_data
);
175 player_pose
*pose
= &localplayer
.pose
;
176 sys
->pose( sys
->animator_data
, pose
);
178 struct skeleton
*sk
= &localplayer
.playeravatar
->sk
;
180 if( localplayer
.holdout_time
> 0.0f
){
181 skeleton_lerp_pose( sk
,
182 pose
->keyframes
,localplayer
.holdout_pose
.keyframes
,
183 localplayer
.holdout_time
, pose
->keyframes
);
185 v3_muladds( pose
->root_co
, localplayer
.holdout_pose
.root_co
,
186 localplayer
.holdout_time
, pose
->root_co
);
187 q_nlerp( pose
->root_q
, localplayer
.holdout_pose
.root_q
,
188 localplayer
.holdout_time
, pose
->root_q
);
190 localplayer
.holdout_time
-= vg
.time_frame_delta
* 2.0f
;
193 apply_full_skeleton_pose( &localplayer
.playeravatar
->sk
, &localplayer
.pose
,
194 localplayer
.final_mtx
);
195 skeleton_debug( sk
, localplayer
.final_mtx
);
197 if( sys
->post_animate
)
200 player__cam_iterate();
203 static void player_copy_frame_animator( replay_frame
*frame
){
204 struct player_subsystem_interface
*sys
=
205 player_subsystems
[localplayer
.subsystem
];
207 if( sys
->animator_size
){
208 void *src
= replay_frame_data( frame
, k_replay_framedata_animator
);
209 memcpy( sys
->animator_data
, src
, sys
->animator_size
);
213 static void lerp_player_pose( player_pose
*pose0
, player_pose
*pose1
, f32 t
,
214 player_pose
*posed
){
215 struct skeleton
*sk
= &localplayer
.playeravatar
->sk
;
217 v3_lerp( pose0
->root_co
, pose1
->root_co
, t
, posed
->root_co
);
218 q_nlerp( pose0
->root_q
, pose1
->root_q
, t
, posed
->root_q
);
219 posed
->type
= pose0
->type
;
220 posed
->board
.lean
= vg_lerpf( pose0
->board
.lean
, pose1
->board
.lean
, t
);
222 if( pose0
->type
!= pose1
->type
){
223 /* it would be nice to apply IK pass in-keyframes. TOO BAD! */
224 skeleton_copy_pose( sk
, pose0
->keyframes
, posed
->keyframes
);
227 skeleton_lerp_pose( sk
, pose0
->keyframes
, pose1
->keyframes
, t
,
232 static void player__animate_from_replay( replay_buffer
*replay
){
233 replay_frame
*frame
= replay
->cursor_frame
,
239 f32 t
= replay_subframe_time( replay
);
241 player_pose pose0
, pose1
;
243 struct player_subsystem_interface
244 *sys0
= player_subsystems
[frame
->system
],
245 *sys1
= player_subsystems
[next
->system
];
247 void *a0
= replay_frame_data( frame
, k_replay_framedata_animator
),
248 *a1
= replay_frame_data( next
, k_replay_framedata_animator
);
250 sys0
->pose( a0
, &pose0
);
251 sys1
->pose( a1
, &pose1
);
253 lerp_player_pose( &pose0
, &pose1
, t
, &localplayer
.pose
);
256 struct player_subsystem_interface
257 *sys
= player_subsystems
[frame
->system
];
258 sys
->pose( replay_frame_data( frame
, k_replay_framedata_animator
),
264 apply_full_skeleton_pose( &localplayer
.playeravatar
->sk
, &localplayer
.pose
,
265 localplayer
.final_mtx
);
268 static void player__pre_render(void){
269 /* shadowing/ao info */
270 struct player_avatar
*av
= localplayer
.playeravatar
;
271 struct player_board
*board
=
272 addon_cache_item_if_loaded( k_addon_type_board
,
273 localplayer
.board_view_slot
);
276 v3_copy((v3f
){0.0f
,0.1f
, board
->truck_positions
[0][2]}, vp0
);
277 v3_copy((v3f
){0.0f
,0.1f
, board
->truck_positions
[1][2]}, vp1
);
284 struct ub_world_lighting
*ubo
= &world_current_instance()->ub_lighting
;
285 m4x3_mulv( localplayer
.final_mtx
[ av
->id_board
], vp0
, ubo
->g_board_0
);
286 m4x3_mulv( localplayer
.final_mtx
[ av
->id_board
], vp1
, ubo
->g_board_1
);
289 static void render_board( camera
*cam
, world_instance
*world
,
290 struct player_board
*board
, m4x3f root
,
291 struct player_board_pose
*pose
,
292 enum board_shader shader
)
297 * adding depth compare to this shader
302 glActiveTexture( GL_TEXTURE0
);
303 glBindTexture( GL_TEXTURE_2D
, board
->mdl
.texture
);
305 if( shader
== k_board_shader_player
){
306 shader_model_board_view_use();
307 shader_model_board_view_uTexMain( 0 );
308 shader_model_board_view_uCamera( cam
->transform
[3] );
309 shader_model_board_view_uPv( cam
->mtx
.pv
);
311 shader_model_board_view_uDepthCompare(1);
313 shader_model_board_view_uTexSceneDepth
,
314 shader_model_board_view_uInverseRatioDepth
,
315 shader_model_board_view_uInverseRatioMain
,
318 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world
, model_board_view
);
320 else if( shader
== k_board_shader_entity
){
321 shader_model_entity_use();
322 shader_model_entity_uTexMain( 0 );
323 shader_model_entity_uCamera( cam
->transform
[3] );
324 shader_model_entity_uPv( cam
->mtx
.pv
);
326 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world
, model_entity
);
329 mesh_bind( &board
->mdl
.mesh
);
333 if( board
->board
.indice_count
){
335 m3x3_identity( mlocal
);
343 q_axis_angle( qroll
, (v3f
){0.0f
,0.0f
,1.0f
}, pose
->lean
* 0.6f
);
344 keyframe_rotate_around( &kf
, (v3f
){0.0f
,0.11f
,0.0f
},
345 (v3f
){0.0f
,0.0f
,0.0f
}, qroll
);
347 v3_add( board
->board_position
, kf
.co
, mlocal
[3] );
348 q_m3x3( kf
.q
, mlocal
);
350 m4x3_mul( root
, mlocal
, mlocal
);
352 if( shader
== k_board_shader_entity
){
353 /* TODO: provide a way to supply previous mdl mtx? */
354 m4x3_expand( mlocal
, m4mdl
);
355 m4x4_mul( cam
->mtx_prev
.pv
, m4mdl
, m4mdl
);
356 shader_model_entity_uPvmPrev( m4mdl
);
357 shader_model_entity_uMdl( mlocal
);
360 shader_model_board_view_uMdl( mlocal
);
362 mdl_draw_submesh( &board
->board
);
365 for( int i
=0; i
<2; i
++ ){
366 if( !board
->trucks
[i
].indice_count
)
370 m3x3_identity( mlocal
);
371 v3_copy( board
->truck_positions
[i
], mlocal
[3] );
372 m4x3_mul( root
, mlocal
, mlocal
);
374 if( shader
== k_board_shader_entity
){
375 m4x3_expand( mlocal
, m4mdl
);
376 m4x4_mul( cam
->mtx_prev
.pv
, m4mdl
, m4mdl
);
377 shader_model_entity_uPvmPrev( m4mdl
);
378 shader_model_entity_uMdl( mlocal
);
381 shader_model_board_view_uMdl( mlocal
);
383 mdl_draw_submesh( &board
->trucks
[i
] );
386 for( int i
=0; i
<4; i
++ ){
387 if( !board
->wheels
[i
].indice_count
)
391 m3x3_identity( mlocal
);
392 v3_copy( board
->wheel_positions
[i
], mlocal
[3] );
393 m4x3_mul( root
, mlocal
, mlocal
);
395 if( shader
== k_board_shader_entity
){
396 m4x3_expand( mlocal
, m4mdl
);
397 m4x4_mul( cam
->mtx_prev
.pv
, m4mdl
, m4mdl
);
398 shader_model_entity_uPvmPrev( m4mdl
);
399 shader_model_entity_uMdl( mlocal
);
402 shader_model_board_view_uMdl( mlocal
);
404 mdl_draw_submesh( &board
->wheels
[i
] );
408 static void render_playermodel( camera
*cam
, world_instance
*world
,
410 struct player_model
*model
,
411 struct skeleton
*skeleton
,
415 shader_model_character_view_use();
417 glActiveTexture( GL_TEXTURE0
);
418 glBindTexture( GL_TEXTURE_2D
, model
->mdl
.texture
);
419 shader_model_character_view_uTexMain( 0 );
420 shader_model_character_view_uCamera( cam
->transform
[3] );
421 shader_model_character_view_uPv( cam
->mtx
.pv
);
423 shader_model_character_view_uDepthCompare( depth_compare
);
426 shader_model_character_view_uTexSceneDepth
,
427 shader_model_character_view_uInverseRatioDepth
,
428 shader_model_character_view_uInverseRatioMain
,
432 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world
, model_character_view
);
434 glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms
,
435 skeleton
->bone_count
,
437 (const GLfloat
*)final_mtx
);
439 mesh_bind( &model
->mdl
.mesh
);
440 mesh_draw( &model
->mdl
.mesh
);
443 static void player__render( camera
*cam
){
444 world_instance
*world
= world_current_instance();
445 SDL_AtomicLock( &addon_system
.sl_cache_using_resources
);
447 struct player_model
*model
=
448 addon_cache_item_if_loaded( k_addon_type_player
,
449 localplayer
.playermodel_view_slot
);
451 if( !model
) model
= &localplayer
.fallback_model
;
452 render_playermodel( cam
, world
, 1, model
, &localplayer
.playeravatar
->sk
,
453 localplayer
.final_mtx
);
455 struct player_board
*board
=
456 addon_cache_item_if_loaded( k_addon_type_board
,
457 localplayer
.board_view_slot
);
459 render_board( cam
, world
, board
, localplayer
.final_mtx
[
460 localplayer
.playeravatar
->id_board
],
461 &localplayer
.pose
.board
,
462 k_board_shader_player
);
464 SDL_AtomicUnlock( &addon_system
.sl_cache_using_resources
);
467 #endif /* PLAYER_RENDER_C */