dont render if blocked
[carveJwlIkooP6JGAAIwe30JlM.git] / player_render.c
1 #ifndef PLAYER_RENDER_C
2 #define PLAYER_RENDER_C
3
4 #include "player.h"
5 #include "player_render.h"
6 #include "camera.h"
7 #include "player_model.h"
8 #include "ent_skateshop.h"
9 #include "audio.h"
10 #include "input.h"
11
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"
17
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 );
23
24 struct skeleton *sk = &av->sk;
25 skeleton_setup( sk, vg_mem.rtmemory, &av->meta );
26
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" );
41 }
42
43 /* TODO: Standard model load */
44
45 static void dynamic_model_load( mdl_context *ctx,
46 struct dynamic_model_1texture *mdl,
47 const char *path ){
48 if( !mdl_arrcount( &ctx->textures ) )
49 vg_fatal_error( "No texture in model" );
50
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 );
54
55 vg_tex2d_load_qoi_async( data, tex0->file.pack_size,
56 VG_TEX2D_NEAREST|VG_TEX2D_CLAMP,
57 &mdl->texture );
58
59 mdl_async_load_glmesh( ctx, &mdl->mesh );
60 }
61
62 static void dynamic_model_unload( struct dynamic_model_1texture *mdl ){
63 mesh_free( &mdl->mesh );
64 glDeleteTextures( 1, &mdl->texture );
65 }
66
67 /* TODO: allow error handling */
68 static void player_board_load( struct player_board *board,
69 const char *path ){
70
71 vg_linear_clear( vg_mem.scratch );
72
73 mdl_context ctx;
74 mdl_open( &ctx, path, vg_mem.scratch );
75 mdl_load_metadata_block( &ctx, vg_mem.scratch );
76
77 dynamic_model_load( &ctx, &board->mdl, path );
78
79 mdl_array_ptr markers;
80 mdl_load_array( &ctx, &markers, "ent_marker", vg_mem.scratch );
81
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;
88
89 for( u32 i=0; i<mdl_arrcount(&ctx.meshs); i++ ){
90 mdl_mesh *mesh = mdl_arritm( &ctx.meshs, i );
91
92 if( mdl_entity_id_type( mesh->entity_id ) != k_ent_marker )
93 continue;
94
95 u32 index = mdl_entity_id_id( mesh->entity_id );
96 ent_marker *marker = mdl_arritm( &markers, index );
97
98 mdl_submesh *sm0 = mdl_arritm( &ctx.submeshs, mesh->submesh_start );
99
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;
103
104 if( !strcmp( alias, "wheel" ) ){
105 u32 id = fb<<1 | lr;
106 board->wheels[ id ] = *sm0;
107 v3_copy( marker->transform.co, board->wheel_positions[ id ] );
108 }
109 else if( !strcmp( alias, "board" ) ){
110 board->board = *sm0;
111 v3_copy( marker->transform.co, board->board_position );
112 }
113 else if( !strcmp( alias, "truck" ) ){
114 board->trucks[ fb ] = *sm0;
115 v3_copy( marker->transform.co, board->truck_positions[ fb ] );
116 }
117 }
118
119 mdl_close( &ctx );
120 }
121
122 static void player_board_unload( struct player_board *board ){
123 dynamic_model_unload( &board->mdl );
124 }
125
126 static void player_model_load( struct player_model *board, const char *path){
127 vg_linear_clear( vg_mem.scratch );
128
129 mdl_context ctx;
130 mdl_open( &ctx, path, vg_mem.scratch );
131 mdl_load_metadata_block( &ctx, vg_mem.scratch );
132
133 dynamic_model_load( &ctx, &board->mdl, path );
134
135 mdl_close( &ctx );
136 }
137
138 static void player_model_unload( struct player_model *board ){
139 dynamic_model_unload( &board->mdl );
140 }
141
142 static void apply_full_skeleton_pose( struct skeleton *sk, player_pose *pose,
143 m4x3f *final_mtx ){
144 m4x3f transform;
145 q_m3x3( pose->root_q, transform );
146 v3_copy( pose->root_co, transform[3] );
147
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 );
156 }
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 );
162 }
163 }
164
165 static void player__animate(void){
166 struct player_subsystem_interface *sys =
167 player_subsystems[localplayer.subsystem];
168
169 assert( sys->animate );
170 assert( sys->pose );
171 assert( sys->animator_data );
172
173 sys->animate();
174
175 player_pose *pose = &localplayer.pose;
176 sys->pose( sys->animator_data, pose );
177
178 struct skeleton *sk = &localplayer.playeravatar->sk;
179
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 );
184
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 );
189
190 localplayer.holdout_time -= vg.time_frame_delta * 2.0f;
191 }
192
193 apply_full_skeleton_pose( &localplayer.playeravatar->sk, &localplayer.pose,
194 localplayer.final_mtx );
195 skeleton_debug( sk, localplayer.final_mtx );
196
197 if( sys->post_animate )
198 sys->post_animate();
199
200 player__cam_iterate();
201 }
202
203 static void player_copy_frame_animator( replay_frame *frame ){
204 struct player_subsystem_interface *sys =
205 player_subsystems[localplayer.subsystem];
206
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 );
210 }
211 }
212
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;
216
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 );
221
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 );
225 }
226 else {
227 skeleton_lerp_pose( sk, pose0->keyframes, pose1->keyframes, t,
228 posed->keyframes );
229 }
230 }
231
232 static void player__animate_from_replay( replay_buffer *replay ){
233 replay_frame *frame = replay->cursor_frame,
234 *next = NULL;
235 if( frame ){
236 next = frame->r;
237
238 if( next ){
239 f32 t = replay_subframe_time( replay );
240
241 player_pose pose0, pose1;
242
243 struct player_subsystem_interface
244 *sys0 = player_subsystems[frame->system],
245 *sys1 = player_subsystems[next->system];
246
247 void *a0 = replay_frame_data( frame, k_replay_framedata_animator ),
248 *a1 = replay_frame_data( next, k_replay_framedata_animator );
249
250 sys0->pose( a0, &pose0 );
251 sys1->pose( a1, &pose1 );
252
253 lerp_player_pose( &pose0, &pose1, t, &localplayer.pose );
254 }
255 else{
256 struct player_subsystem_interface
257 *sys = player_subsystems[frame->system];
258 sys->pose( replay_frame_data( frame, k_replay_framedata_animator ),
259 &localplayer.pose );
260 }
261 }
262 else return;
263
264 apply_full_skeleton_pose( &localplayer.playeravatar->sk, &localplayer.pose,
265 localplayer.final_mtx );
266 }
267
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 );
274 v3f vp0, vp1;
275 if( board ){
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 );
278 }
279 else{
280 v3_zero( vp0 );
281 v3_zero( vp1 );
282 }
283
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 );
287 }
288
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 )
293 {
294 if( !board ) return;
295
296 /* TODO:
297 * adding depth compare to this shader
298 */
299
300 v3f inverse;
301
302 glActiveTexture( GL_TEXTURE0 );
303 glBindTexture( GL_TEXTURE_2D, board->mdl.texture );
304
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 );
310
311 shader_model_board_view_uDepthCompare(1);
312 depth_compare_bind(
313 shader_model_board_view_uTexSceneDepth,
314 shader_model_board_view_uInverseRatioDepth,
315 shader_model_board_view_uInverseRatioMain,
316 cam );
317
318 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_board_view );
319 }
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 );
325
326 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_entity );
327 }
328
329 mesh_bind( &board->mdl.mesh );
330
331 m4x4f m4mdl;
332
333 if( board->board.indice_count ){
334 m4x3f mlocal;
335 m3x3_identity( mlocal );
336
337 mdl_keyframe kf;
338 v3_zero( kf.co );
339 q_identity( kf.q );
340 v3_zero( kf.s );
341
342 v4f qroll;
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 );
346
347 v3_add( board->board_position, kf.co, mlocal[3] );
348 q_m3x3( kf.q, mlocal );
349
350 m4x3_mul( root, mlocal, mlocal );
351
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 );
358 }
359 else
360 shader_model_board_view_uMdl( mlocal );
361
362 mdl_draw_submesh( &board->board );
363 }
364
365 for( int i=0; i<2; i++ ){
366 if( !board->trucks[i].indice_count )
367 continue;
368
369 m4x3f mlocal;
370 m3x3_identity( mlocal );
371 v3_copy( board->truck_positions[i], mlocal[3] );
372 m4x3_mul( root, mlocal, mlocal );
373
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 );
379 }
380 else
381 shader_model_board_view_uMdl( mlocal );
382
383 mdl_draw_submesh( &board->trucks[i] );
384 }
385
386 for( int i=0; i<4; i++ ){
387 if( !board->wheels[i].indice_count )
388 continue;
389
390 m4x3f mlocal;
391 m3x3_identity( mlocal );
392 v3_copy( board->wheel_positions[i], mlocal[3] );
393 m4x3_mul( root, mlocal, mlocal );
394
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 );
400 }
401 else
402 shader_model_board_view_uMdl( mlocal );
403
404 mdl_draw_submesh( &board->wheels[i] );
405 }
406 }
407
408 static void render_playermodel( camera *cam, world_instance *world,
409 int depth_compare,
410 struct player_model *model,
411 struct skeleton *skeleton,
412 m4x3f *final_mtx ){
413 if( !model ) return;
414
415 shader_model_character_view_use();
416
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 );
422
423 shader_model_character_view_uDepthCompare( depth_compare );
424 if( depth_compare ){
425 depth_compare_bind(
426 shader_model_character_view_uTexSceneDepth,
427 shader_model_character_view_uInverseRatioDepth,
428 shader_model_character_view_uInverseRatioMain,
429 cam );
430 }
431
432 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_character_view );
433
434 glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms,
435 skeleton->bone_count,
436 0,
437 (const GLfloat *)final_mtx );
438
439 mesh_bind( &model->mdl.mesh );
440 mesh_draw( &model->mdl.mesh );
441 }
442
443 static void player__render( camera *cam ){
444 world_instance *world = world_current_instance();
445 SDL_AtomicLock( &addon_system.sl_cache_using_resources );
446
447 struct player_model *model =
448 addon_cache_item_if_loaded( k_addon_type_player,
449 localplayer.playermodel_view_slot );
450
451 if( !model ) model = &localplayer.fallback_model;
452 render_playermodel( cam, world, 1, model, &localplayer.playeravatar->sk,
453 localplayer.final_mtx );
454
455 struct player_board *board =
456 addon_cache_item_if_loaded( k_addon_type_board,
457 localplayer.board_view_slot );
458
459 render_board( cam, world, board, localplayer.final_mtx[
460 localplayer.playeravatar->id_board],
461 &localplayer.pose.board,
462 k_board_shader_player );
463
464 SDL_AtomicUnlock( &addon_system.sl_cache_using_resources );
465 }
466
467 #endif /* PLAYER_RENDER_C */